Gym classexercises for technique games

  • There are 3 teams made of equal numbers.
  • Team 1 is the James Bond team, team 2 is the villain team and team 3 are the henchmen.
  • When the game is over, the roles swap through.
  • Assignment James Bond-team (pink):
  • Get a cube from the yellow hoop and try to make a right turn around all the hiding places.
  • If you're hit by a ball, hold the cube high in the air and walk around the circle.
  • Now put the cube in the red hoop.
  • When you return without being hit, place the block in the green hoop.
  • If there are any more blocks you can try again.
  • Assignment crooks team (green):
  • Try to hit the James Bond team from the mat.
  • They are out if the ball hits the body directly (bouncing does not count).
  • This team is not allowed off the mat, the balls are retrieved.
  • Assignment of henchmen team (blue):
  • The balls that the crooks throw to the James Bond team must be thrown back/retrieved by this team.
  • Do this as fast as possible because without the balls the villains can't do anything.
  • When the blocks are finished the game stops and everyone sits down where he/she stood.
  • The teacher writes down how many blocks there are in the green hoop, this is the score of team 1.
  • Now the teams are exchanged.
  • After the third round the scores are compared, who had the most points?


james-bond-2

  • There are 2 teams made of equal numbers.
  • Each team stands on one side of the field.
  • One team tries to throw children off the other team, and vice versa.
  • Both teams get, before the game starts, 3 minutes time to build a bunker from the materials that are ready in their section.
  • This is where the children may take shelter.


Rules:

  • Both outside and in the bunker you may be thrown off.
  • If a mat falls over, it must remain on the ground.
  • Running with the ball is allowed
  • A child is only dismissed if it is hit directly, a bounce does not count
  • At a catch, the child that threw the ball is out
  • When a child is thrown, he/she has to stand behind or next to the other team's box.
  • When a discarded child kicks someone of the opposing team, he/she may go back to their own section.
  • There must always be at least one child outside the bunker. When there is only one player left, this player is not allowed to sit in the bunker.
  • The team that has thrown away everyone is the winner


Extra rule:

  • After a child has been thrown out twice, it may not return to its own section.
  • The child stays at the sides. This way there will be a winner faster.


More difficult for the attackers:

  • No running with the ball Starting situation
  • More materials for a bigger bunker


Easier for the attackers:

  • More balls
  • Smaller areas


Tips:

  • Playing together faster will make the
  • the attackers get tired faster


bunkertrefball

  • There are 3 fields, field 1, 2 and 3.
  • The children are divided over the 6 fields.
  • After the starting signal, the children of field 1 try to throw the other players off field 1 and the same goes for field 2 and 3.
  • If you throw someone off, you may move on to the next field (from field 3 to 2, and from field 2 to 1).
  • Field 1 is the winner's field.
  • Whoever is thrown off moves back one square (from square 1 to 2, from 2 to 3).
  • If you are in space 3 and the discard is thrown, you may remain standing.
  • If you are standing in space 1 and you throw someone off, you stay in that space and you can put on a medal (yellow ribbon).
  • If you come to a section where there is no opponent yet, you wait until there is one.


Rules of the game:

  • Running with the ball is not allowed The ball must come directly to the body, then someone is finished
  • If the ball is in the other team's field, you may not take it
  • If you catch the ball directly, the thrower is out


pass-through-refball

  • Divide the group into two teams.
  • From both teams 2 children stand on the mats belonging to their team.
  • Also 2 children per team stand in front of the cupboard, these are the goalkeepers.
  • The children who stay over, go to the throwing square (see drawing).
  • When the balls come into play, the children in the box are supposed to throw the balls against the cupboard.


keeper-s-refball-1

  • Divide the group into two teams.
  • From both teams 2 children stand on the mats belonging to their team.
  • Also 2 children per team stand in front of the cupboard, these are the goalkeepers.
  • The children who stay over, go to the throwing square (see drawing).
  • When the balls come into play, the intention is that the children from the throwing box throw the balls against the cupboard.


Rules:

  • The players at the back (in the throwing square) try to hit one of the two cabinets.
  • If a cupboard is hit, the team of the cupboard that is hit, will continue to play (see drawing).
  • The players on the mats try to throw the goalkeeper off.
  • The goalkeeper can fend off with his hands
  • If the goalie is thrown by someone on the mats, the game continues to progress.
  • Back players and mat players may play together


keeper-s-refball

  • The 4 throwers try to throw the runners off.
  • The runners try to prevent this from happening.


Rules:

  • The throwers are not allowed to run with the ball The runners are not allowed to block
  • If you are the runner and you are thrown off, you will be in prison (square) There are 2 ways to get out of prison:
  • 1. 1. A runner catches the ball or picks it up from the ground, he plays you in jail and you play another runner outside the jail
  • 2. You play the ball back to the runner you got it from (all prisoners free)
  • The runners may be tagged outside the prison when they pick up or catch a ball


prisoner-s-tetherball

  • Two children are the catchers (lobsters), the rest of the children are the runners.
  • The taggers are going to try to tag all the runners on their hands and feet (belly up) at the start signal.
  • When a runner is tagged, he also becomes a lobster and helps with the tag.
  • When all tokens are caught, the game is over and the taggers choose two new taggers.


lobster-tag

  • One child is the ticker (giant) who sits in his house, the rest of the children are the gnomes and sit in a circle (with a small opening).
  • The giant comes out of his house and rings the doorbell of the gnomes and says "gnomes are you coming to play?" gnomes shout "NO!" The giant goes back home and goes to sleep.
  • One of the gnomes designated by the teacher walks to the giant's house and rings the bell: "giant are you coming out to play?" the giant sleeps on.
  • The gnome taps the nose of the giant.
  • The giant wakes up and yells "YES" and runs after the gnome.
  • The gnome goes back to his spot through the opening of the circle before he is tapped by the giant.
  • The teacher chooses a new giant.


the-giant-and-the-gnome

  • One child is the catcher (policeman), the rest of the children are the runners (villains).
  • The catcher will try to catch all the runners at the start signal.
  • When a token is caught, the policeman shakes his hand and takes him to jail.
  • When all tokens are in prison, the game is over and the scout chooses a new scout.


prisoner-tag

  • In crooks city the crooks have escaped.
  • The ticker (the policeman) gets a ribbon and tries to tick off the tokens (the crooks) as fast as possible.
  • The crooks try to stay free by running away.
  • When all the hoops (cells) are full, the game is over.
  • Then the agent chooses a new agent.
  • The agent gives the ribbon to the new agent and all the villains are free again.


cop-and-crooks

  • Divide the group into four small groups of at least 3 children.
  • Each group stands at a hoop with 4 different attributes in it.
  • They agree together which attribute they will collect and who goes where.
  • At the starting signal, the group runs apart to another hoop of the other teams and get their attribute that they had agreed.
  • They may only pick up 1 attribute and bring it to their own hoop, after that they may go and get another one.
  • Nobody can stop them or tap them.
  • All other teams try the same.
  • The team that has the first quartet has won.
  • They put the quartet out of the hoop and sit down.
  • The other teams can continue playing for the 2nd , 3rd and 4th spots.
  • At the end of the game you let the teams divide the attributes well again, so that there can be played again.


quartet-without-ticks