Gym class training sessions that work instantly

Exercises, warm-ups and complete training sessions for coaches, trainers and teams

  • ✔ More than 100 gym class exercises
  • ✔ Create training sessions in 5 minutes
  • ✔ Create your own exercises with our drawing tool
  • ✔ Everything organized in one place
Try 7 days for free
No payment details required
gym class training

Gym classexercises for technique games

Last update: january 2026
Execution
  • Divide the players into groups of 2 or 3 and position them on the left side of the field.
  • Give each player a tennis ball.
  • At the starting signal, the first player from each group runs with a ball to the right side of the field.
  • Upon arrival, the player places the ball outside the line and runs back as quickly as possible.
  • The next player in the group repeats this with his or her ball.
  • The exercise ends when all balls are on the right side and the last player is back with the group.
  • The first group to return completely wins.
Game Setup
  • Divide the class into two teams.
  • Place a thick mat upright on the center line of the hall.
  • Position a mini trampoline in front of each horizontal mat.
  • Each team has six cones.
Rules
  • Jump with both feet simultaneously onto the mini trampoline.
  • Land with both feet simultaneously on the landing mat.
  • Take a run-up from the front onto the mini trampoline and do not bounce on the trampoline.
  • Eliminate opponents by throwing over the thick mat from the air.
  • If you are hit, place a cone down next to the field.
Execution
  • The game is played with two teams, each on one side of the hall.
  • The children must eliminate their opponents by jumping on the mini trampoline and throwing over the thick mat from the air.
Setup
  • The instructor creates a square using benches in the middle of the playing field.
  • All balls are placed inside the square.
  • The instructor selects 2 students to stand inside the square.
  • The remaining students spread out over the playing field.
Execution
  • The throwers try to throw all the balls out of the square.
  • The retrievers try to bring all the balls back into the square.
  • Each round lasts 2 to 5 minutes, as determined by the instructor.
  • At the final signal: if there are more balls inside the square, the retrievers win; otherwise, the throwers win.
At the back line, place a bin of balls.
  • The players start with a ball in their hand and run to the two hats closest to the net.
  • They stand still between the hats and try to throw the ball into the bucket from there.
  • Successful. Then they run back to the ball pit. Grab a new ball and run to the two hats in the middle to throw the ball into the bucket again from there.
  • Failed. Then they run back to the ball pit. New ball and try again on that level.
  • The one who completes the three levels first wins.
Warm up exercise in relay form

  • Divide the players into groups of 2 or 3 players and place them on the left side of the field.
  • Give each player a tennis ball.
  • At the start sign, the 1st player of each group starts running to the other, right, side with a ball.
  • Once there, they put the ball outside the line and run back as fast as they can so that player 2 of their group can start running with his/her ball.
  • When all the balls are on the right side and the last player has returned to his/her group, it is over.
  • The first one back to his/her group wins.
  • Play this game on 1/3 or half the room.
  • Choose 2 tokens who will receive a ribbon.
  • The taggers must try to throw the tokens off with the goalcha or foam ball.
  • They are not allowed to run with the ball
  • At the side of the field are 5 pylons
  • When a token is thrown he/she has to put a pylon on his/her side
  • He/she continues to participate in the game
  • When all pawns are knocked down, the taggers win and 2 new taggers are chosen.
  • If after 5 minutes of play the pawns are still not knocked over, the tokens win and 2 new taggers are chosen

The game is played with at least 4 players

  • 1 mouse who has a t-shirt or piece of cloth in the back of his trousers
  • 1 dog who has a tennis ball
  • 2 cats without attribute


  • the mouse runs around with the dog,
  • the cats try to grab the tail of the mouse and bring it to their cone
  • But the dog can tap the cat with the tennis ball and it will do a punishment of its choice in the camp.
  • If there are more players a group can be created and 2 games can be played together.
  • The teacher makes a square of benches in the middle of the playing field and puts all the balls in it.
  • The teacher chooses two students who will stand in the square.
  • The other students are spread over the playing field.
  • The assignment is simple.
  • The throwers must throw all balls out of the square, the bringers must throw all balls back into the square.
  • Each round takes 2 to 5 minutes. This is for the teacher to decide.
  • If at the final signal there are more balls in the square than in the field the bringers win.
  • If there are more balls in the field than in the square then the throwers win.
  • The teacher will make sure everyone has a place on the parachute (most parachutes have loops on the outside to hold it).
  • Before you start it is important that the parachute is tight.
  • So have some of the students walk backwards until everyone is in the right position.
  • It is easiest if the teacher gives the rhythm, later you can let the children do it themselves.
  • The teacher chooses two students who have to lay down on the ground under the parachute.
  • The remaining students raise and lower the parachute simultaneously.
  • Every time the parachute goes from high to low, the two students on the ground get a gust of wind and an imprint is left on the parachute when it hits the ground.
  • The children always love this!
  • After a few times you can change the students.
  • The teacher will make sure everyone has a place on the parachute (most parachutes have loops on the outside to hold it).
  • Before you start it is important that the parachute is tight.
  • So have some of the students walk backwards until everyone is in the right position.
  • It is easiest if the teacher gives the rhythm, later you can let the children do it themselves.
  • The parachute goes up and down 5 times.
  • At the 6th time up everyone dives in under the parachute and holds it on the ground.
  • If everyone does this simultaneously, a tent will be formed.
  • After a few seconds the teacher gives a signal and everyone gets out of the tent and starts all over again.


  • The teacher will make sure everyone has a place on the parachute (most parachutes have loops on the outside to hold it).
  • Before you start it is important that the parachute is tight.
  • So have some of the students walk backwards until everyone is in the right position.
  • It is easiest if the teacher gives the rhythm, later you can let the children do it themselves.
  • The teacher chooses two students who have to swap places when the parachute goes up.
  • The parachute goes up and down 3 times.
  • At the 4th time the parachute goes up, the two students who were chosen, swap places.
  • When they have taken their new place the teacher chooses two new students and it starts all over again.
  • Use pawns (or other materials) to mark out two lanes and place two hoops against the wall.
  • Make sure there is a maximum of 5 pupils on 1 lane, if necessary set out more lanes.
  • Place a basket at the starting point to collect all the balls.
  • Place different balls in the basket so the pupils can experiment with them.
  • After all, every ball rolls differently.
  • The pupils have to roll the ball in the hoop.
  • This means that the ball is lying still in the hoop.
  • The overview picture shows where they have to start.
  • The teacher makes a square of benches in the middle of the playing field and puts all the balls in it.
  • The teacher chooses two students who will stand in the square.
  • The other students are spread over the playing field.
  • The assignment is simple.
  • The throwers must throw all balls out of the square, the bringers must throw all balls back into the square.
  • Each round takes 2 to 5 minutes.
  • This is for the teacher to decide.
  • If at the final signal there are more balls in the square than in the field the bringers win.
  • If there are more balls in the field than in the square then the throwers win.
  • The students form pairs and each select their own mat.
  • The pairs stand opposite each other on the mat.
  • You may only stand with the front foot on the edge of the mat and the heel must be off the ground.
  • You place your flat hands against each other and the game begins.
  • The goal of the game is to unbalance your opponent so that he/she has to take a step.
  • If this happens, you have won.
  • You may unbalance someone by pushing or holding while the other pushes.
  • Have the students switch opponents every 2 or 3 minutes to keep the tension up.
  • The students form pairs and each select a mat of their own.
  • The pairs sit opposite each other.
  • The attacker on hands and knees, the defender on elbows and knees.
  • There are 2 roles:
  • Attacker: Must try to catch the ball.
  • Defender: Must defend the ball.
  • The game begins and the attacker will try to grab the ball.
  • Succeeds this? Then the attacker wins.
  • If not within 60 seconds? Then the defender wins.
  • Let the students switch opponents every 2 to 3 minutes to keep the tension in the game.
  • The students form pairs and each pair takes two badminton rackets and a shuttle from the basket.
  • Then one of the teams stands on the line of the pawns and his/her buddy stands opposite.
  • This creates a sort of street through which you can walk.
  • This is for safety reasons.
  • The assignment is that the students have to pass the shuttle to each other 10 times without touching the ground.
  • If you manage to do this quickly you can have a game of who can skip the most shuttles within 5 minutes.
  • Play this game on 1/3 or half the room.
  • The teacher chooses 2 runners who get a ribbon.
  • The taggers must try to throw the runners off with the foam ball.
  • They are not allowed to walk with the ball.
  • The runners are allowed to hide behind the cupboards for the taggers.
  • When a token is thrown, he/she has to put a pawn on his/her side.
  • He/she continues to participate in the game.
  • When a runner throws the basketball from the hoop into the basket, all pawns are put back upright and the tickers have to start all over again.
  • When all pawns are knocked down, the taggers have won and 2 new taggers are chosen.
  • If after 5 minutes of play the pawns are still not knocked down, the tokens win and 2 new taggers are chosen.
  • The teacher divides the students into 2 teams of 3.
  • The students have to lie down on their stomachs and take a cube.
  • The teacher rolls the tennis ball into the court and the game begins.
  • The students have to hit the ball against the mat of the other team.
  • If they succeed they get 1 point.
  • They have to do this by rebounding the ball with the cube.
  • Just like playing air hockey.
  • The team with the most points at the end of the game wins.
  • Prepare 4 benches in a square, 4 pawns at the corners of the benches and a basket in the square.
  • Then prepare 2 tjoeks in an angle of 45 degrees.
  • Test the tjoeks before you start.
  • The teacher makes teams of 3 to 4 students per team.
  • 2 go in the field and the rest on the bench.
  • We play rounds of 5 points.
  • The goal is to put the ball in the square through the corner (you can score through both corners).
  • If you succeed in doing so you get 1 point, if you hit a pawn you get 2 points and if the ball goes into the basket the other team loses.
  • The losing team exchanges with the team on the bench.
  • The side with the most players on it hits the ball.
  • Each player may touch the ball once per turn.
  • After the ball is hit to the other side, he has to run to the other side of the table.
  • The game is played according to the normal table tennis rules.
  • Af is sitting on the bench until the game is over.
  • Eventually 2 players remain.
  • They play a final best of 5 (the first to score 3 points wins).
  • The winner gets a life as a prize and can come back into the game once if he has been eliminated.
  • The teacher puts numbers 1 to 20 on 20 tennis balls (for a lesson with 20 students).
  • The teacher gives each student a piece of paper with his/her own number on it.
  • The game begins. All balls are thrown around the room at the same time.
  • The students have to look for their own ball.
  • When a student has checked a ball and it is not his/her ball, the student may roll the ball away on the floor.
  • Does the pupil find the ball?
  • Then he/she goes to the teacher who stands at the side of the hall.
  • The teacher then checks if the number is correct with the number on the paper.
  • The first one with the right ball to the teacher wins.
  • The game stops when 10 students have found their ball.
  • The teacher chooses 2 tickers.
  • They have to stay inside their ticker box (inside the 4 pawns) and tap the basketballs away from the runners when they want to cross.
  • They have to do this while also dribbling with a ball.
  • The runners have to dribble to the other side without losing their basketball.
  • If a runner doesn't have the basketball with him, he's out and he automatically becomes a ticker.
  • A tip that you can give to the runners is that they should shield the ball with their body.
  • This means staying between the ball and the opponent.
  • The pupils may only cross again when everyone has been tagged or has reached the other side.
  • In the end, as the game progresses, you get more and more tickers and less and less runners.
  • The last remaining runner is the winner.
  • Each group gets a pole (or a tube) that can stand upright on the ground by itself.
  • Around it, a circle with a diameter of about 3 to 4 meters is drawn.
  • When the game starts, you can throw over with a ball (don't run if you have one!) and you have to try to knock over the shaft(s) of the other party.
  • However, the circles are off limits!
  • If you want to keep it simple, you can say that as soon as the ball is above the circle it may no longer be touched.
  • This is to prevent "jumpshots", but with older participants it is allowed, if the circle is taken a bit wider.
  • Point distribution: everybody gets 5 points, every time a pole falls over, a point is subtracted from it.
  • A playing field of 2 by 2 square, equally sized fields of +/- 10 by 10 meters per field are laid out.
  • Over the central intersection (the middle of the four spaces) another circle is put with a diameter of about 4 meters.
  • The four fields are continents, the circle the Pacific Ocean (and forbidden area).
  • Two teams, fielding and batting.
  • Field party is divided over continents, and there they are fixed.
  • Fielding cannot switch continents during the game.
  • The batting team has 4 men/women in the field and they are allowed to enter all continents.
  • Player 5 of the batting team picks up the bat/wood/breadboard or tennis racket and hits the infield ball.
  • If the (minimum 2) umpires think this is a strike, player 5 also throws the ball to one of the 4 players from the batting team who are loose in the continents.
  • How do you score points?
  • The batting team gets 1 point for every time the ball passes through all continents clockwise or anti-clockwise, without falling on the ground (no running with the ball).
  • Does the ball fall?
  • From that continent you start over again.
  • This may continue until the fielding side has also taken the ball and made a round through the four continents.
  • All players must stand in a circle facing the middle.
  • There stands the game leader with a ball.
  • All players have their hands behind their backs.
  • When the leader of the game throws the ball to you, you have to catch it.
  • When you catch the ball, you can take your hands behind your back.
  • When you don't catch the ball, you are out of the circle.
  • If the person in charge of the game tricks you into throwing the ball, you are not allowed to take your hands behind your back.
  • If you do so, you are out.
  • Same game as dodgeball.
  • The only difference is that on the centre line a sail is stretched so high that the players cannot see over it.
  • For the rest there are no differences: Two playing fields with a back section for people who have finished.
  • At the start of the game, a volunteer takes his place and may return after the first player has finished.
  • Throwing the ball, which is not allowed on the ground.
  • Hands or head are free.
  • When you are ready, you go to your own backfield (behind the opponent).
  • If the ball is caught by the opponent, it means that someone has to return to his or her own section.
  • If you are in a backfield and you throw someone off, you may return too, but always at least one person in the backfields.
  • The losers have lost when there is no one left in their box.


  • It's just dodgeball, so there are 2 teams.
  • One team on one side of the hall and the other team on the other side.
  • Now the children have to throw their opponents off by jumping into the minitramp with a ball in their hands and throw it from the air over a thick mat that stands upright on their opponents.
  • When you are knocked off, knock over a pawn that is standing next to the field.


Rules dodgeball game 2:

  • Divide the whole class into 2 teams teams
  • 1 thick mat, standing upright (on its side) on the centre line of the hall.
  • on each side of the upright mat, 1 thick mat.
  • In front of each mat is a mini-tramp.
  • 6 cones per team.
  • You have to jump with 2 feet at the same time into the mini-tramp.
  • You have to land with 2 feet at the same time on the landing mat.
  • You have to jump into the mini trampoline with a run from the front and you may not bounce on the trampoline.


trefball-game-2-mini-trampoline-trefball

  • 2 teams against each other each team on one side of the room.
  • You can win the game in 3 ways, namely:
  • by knocking down the team (except the goalkeepers)
  • knocking over all pawns on 1 bench
  • by scoring in the basket(s) in the opponent's box.
  • When you are finished you sit down at the side of the field.
  • Everyone is free again and can participate when a teammate knocks over a pawn.
  • The pawns are reversed on a bench in each corner of the hall.
  • In front of the bench is a thick mat.
  • The goalies can stand on this mat and defend the pawns.
  • The goalies cannot be thrown off.
  • On the other hand, the goalkeepers cannot throw anyone off either.
  • You can use the catwalk (mat or long mat halfway between both fields) to enter the opponent's field, but if you do, you can be tapped and then you're out.
  • The advantage of this is that you can get close to your goals, which of course makes scoring easy!
  • Because the balls always come from the front, you can play this game of dodgeball with 2 or 3 balls.
  • This game has multiple roles so everyone can play at his or her own level.


trefball-game-1-catwalk-trefball-with-goals

28 of 150 gym class exercises

Unlock all exercises

No payment details required