Gym classexercises
- The teacher selects 2 lions (tappers).
- The lions are only allowed to tap in their cage.
- This is the area between the benches or between the benches and the wall.
- All the tokens may take a steak (piping bag) from the butcher's basket.
- The aim of the game is that the tokens pass all 2 lions without being tapped and then put the steak in the BBQ basket.
- If you are tapped by one of the 2 lions then you must put the steak in the lion's den.
- Then you can get a new steak at the butcher and try again.
- If all the steaks are gone, the game ends.
- All steaks are counted and the one with the most steaks wins.
- That's either the lions or the runners.
- You can only win as a group, so it is important that the group of runners work together well.
- The game starts with 2 hoops, each with 2 catchers attached to it.
- If you are tagged, you also grab the hoop and you are also a ticker.
- When there are 4 tickers per hoop, the rule is 4 is too much, which means that 2 of the four will get a new hoop from the teacher.
- When everyone is tagged, the students bring the hoops back and a new round begins.
- The aim of the game is for the tappers to find out who the saviors are.
- To redeem someone, a redeemer has to give 3 high-fives to someone who is tapped.
- When the tappers see this they know who the saviours are so this has to be done secretly.
- The teacher chooses two tappers.
- The taggers stand in the hallway and the teacher chooses two secret saviors from the group.
- The teacher gets the catchers from the corridor and the tag game starts.
- The taggers try to tag everyone.
- If you are tapped you must stand still on the spot where you were tapped.
- If you get 3 high fives you are free again.
- When the teacher gives the stop signal, everyone sits on the yellow line except the taggers who stand in front of the teacher.
- The taggers each get 3 attempts to guess the saviors.
- If the saviours are guessed, the taggers win.
- If the saviors are not guessed, the saviors win.
- The teacher chooses 2 tickers.
- The tickers are only allowed to tap in the ticking area (area between the 2 white lines).
- All runners start in the same starting area (behind the black line).
- The aim of the game is that the runners get past the tappers without being tapped.
- The game is played in rounds.
- That means that you wait until everyone is on the other side or has been tagged before you run again.
- Is a runner tagged by one of the taggers?
- Then the runner has to stand in the box and grab the hand of another runner who is also tagged.
- As the game progresses, a wall will be formed on both sides.
- The runners are not allowed to go through the wall.
- In other words, it becomes more and more difficult for the tokens to get to the other side.
- If everyone is caught the game stops.
- 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.
- 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.
- The teacher places 2 pawns.
- See map for precision location, keeping the basketball lines.
- The teacher divides the students into two teams and each team will stand behind a pawn.
- The teams must shoot the ball from the pawn into the basket.
- When a student has shot, he/she collects the ball, gives/passes the ball to the next in line and joins the back of the line again.
- Every ball that goes into the basket is a point.
- The team that scores 5 points first wins.
- The teacher divides the room into two squares by placing benches on the centerline of the room.
- Then the teacher makes 2 squares with pawns to catch up the right of attack.
- During this game the rulebook is used. See module basketball for this guide.
- The teacher divides the students into teams of 3, possibly with a substitute.
- See the tables at the bottom of the lesson preparation for the game schedules.
- The intention is that the team that has the ball (on the map team 2 & 3) try to score.
- To be able to score, the team must first get the right of attack.
- They get this right of attack when they arrive with the ball in the area of the pawns.
- From now on the team may score.
- They do this by shooting the ball into the basket.
- The other team must try to take the ball away from them.
- When this happens, the teams swap roles and the new team with the ball has to get the right of attack and try to score.
- The teacher chooses 2 tickers.
- They have to stay inside their box (inside the 4 pawns) and knock the basketballs away from the runners when they want to cross.
- The runners have to dribble to the other side without losing their basketball.
- If a runner doesn't have his 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 main objective of the game is to defend your own cubes while trying to throw your opponent's cubes off the pawn.
- The teacher chooses 6 field players.
- The field players then choose 2 pawns to defend.
- The rest of the students sit on the bench or stand at the side of the field.
- The field players are divided into 2 teams of 3.
- Is a cube thrown off a pawn?
- Then the person whose cube it was must sit on the bench.
- On the bench there is a pass-through system.
- This means that the pupil who was finished at the end of the row has to sit on the bench and the one who was sitting on the bench the longest can enter the field.
- He/she takes over the pawns of the person who was finished.