Gym classexercises for technique games

  • All students take a badminton racket and a shuttle from the basket.
  • Then they all choose a spot in the hall where they will practice.
  • The assignment is that the students have to hold the shuttle up 10 times without it touching the ground.
  • If they manage to do this quickly you can have a competition to see who can hold up the shuttle the most 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.
  • Three balls are thrown into the playing field.
  • Then all students may throw each other.
  • Place 2 cabinets and 2 Trapezoids in the corners of the room with 3 pawns on each.
  • The teacher makes teams of 3 to 4 students.
  • 4 teams go into the field and the rest on the bench.
  • The students have to knock over the pawns of the other teams with the fitness ball while defending their own pawns.
  • When a team has knocked down all 3 pawns they have to change with the team that is sitting on the bench.
  • 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.
  • The girls stand next to each other in a row and the boys stand behind them.
  • Now they are going to walk to the other side.
  • The boys are not allowed to overtake the girls.
  • At the other side they turn around and walk back.
  • If you are tagged, give the ticker a hand and start ticking, until you get a big swing.
  • 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.