Gym classexercises

  • The teacher chooses a referee.
  • The referee must throw the foam ball to all the runners.
  • When a runner is finished, he has to stand in the box behind the bench.
  • A runner can get free by throwing the korfball over with a runner who is not yet finished.
  • If the ball is thrown back and forth without touching the ground, the runner is free again.
  • When all tokens are gone, the referee wins and a new referee comes in.
  • If after 3 or 4 minutes not all tokens are thrown, there will be a new token.
  • The students all take a cube and pick a spot in the room.
  • You can only place your cube somewhere within the (usually yellow) volleyball field lines.
  • This way there is enough space between the cubes and the wall to play football.
  • The object of the game is to knock down someone's cube while defending your own.
  • Do you knock over someone's block?
  • Then you can take 1 goat from him/her and place it on your block.
  • If you play this game correctly, you will get a tower and the winner will be the person who has the highest tower.
  • If a high tower is knocked down, only 1 block may be taken from it, not all of them.
  • When your last cube is knocked down, you may take a new one from the chest and rejoin the game.
  • The students form pairs.
  • The teacher chooses four pairs who go first into the field and each choose one of the four benches (goals).
  • The teacher throws 1 football into the field and the game begins.
  • The goal of the game is to shoot another team out of the field while defending your own bench (goal).
  • You can shoot another team out of the field by hitting their bench on the seating area (the bottom of the bench such as the legs do not count).
  • If your bench is hit you have to leave the field and sit on the side.
  • Then another team that was already sitting on the side takes over the bench (goal).
  • On the side, a pass-through system applies.
  • This means that the team that sat on the sidelines the longest can get back into the field when a team is out of the field.
  • 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 chooses 2 tickers.
  • All runners take a hoop, put it somewhere in the hall and then stand in it.
  • When a runner stands in a hoop, he/she is free and cannot be tagged.
  • When the teacher blows his/her whistle, all runners must change their hoops.
  • The taggers have to try to tag as many runners as possible during this change.
  • When a token is finished, he/she has to sit on the bench and is released when the game is over.
  • The last remaining runner is the winner.
  • Between each round, the teacher must pick up the hoops from the tokens that have been knocked off.
  • The teacher chooses one runner.
  • The runners have one ball.
  • The scapegoat will try to catch all the runners.
  • But the runner who has the ball is free and may not be tagged.
  • So the runners have to play the ball to the runner who is about to be tagged.
  • By being 'social' they prevent children from being tagged.
  • When a runner is tagged, he/she has to sit on the bench.
  • The runner who remains last wins.
  • 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 teacher chooses four tickers.
  • The game starts with two hoops, each with two catchers attached to it.
  • If you are tagged, you also grab the hoop and you are also a ticker.
  • With 4 tickers per hoop the rule is 4 is too many, which means that 2 of the four will get a new hoop from the teacher.
  • When everyone is ticked, the students bring the hoops back and a new round begins.
  • Use 2 hoops on top of each other per squid, otherwise the hoops will be broken during the game.
  • The teacher chooses two cats.
  • The other students receive a ribbon, which they must tuck into their pants so they get a tail.
  • The tail must be long, so the ribbon must stick out of the trousers.
  • The game starts, the cats have to catch all the mice.
  • They do this by pulling the ribbon (tail) of a mouse out of their pants.
  • All ribbons (tails) which the cats have caught are put in the basket so nobody can slip over a ribbon.
  • If your ribbon (tail) is taken, you become a cat and you have to catch other mice.
  • Gradually there will be more and more cats.
  • When all mice have been caught the game starts again.
  • Three balls are thrown into the playing field.
  • Then all students may throw each other.
  • The teacher makes 2 teams.
  • The aim of the game is to throw all players of the other team.
  • If you succeed, your team has won.
  • You are not allowed to run with the ball and only stay on your own field.
  • But there is one exception, the mat!
  • You can use the mat to run with the ball into the opponent's box.
  • However, you must remain on the mat.
  • If you accidentally step on the wrong side of the mat and land on your opponent's floor, you're out.
  • The game begins.
  • The teacher throws 3 balls into the game.
  • The teams will try to knock each other off.
  • If you're thrown off you have to sit on the bench.
  • If team 1 throws the ball in the basket which is on the field of team 2 then the whole team on the bench is free again.
  • Place 2 cabinets against a wall.
  • Have the students form two rows, each next to a cabinet.
  • At one of the cabinets the teacher will give assistance and at the other one the students can try it themselves.
  • The students can choose which one they want and can also switch during the lesson.
  • At both cabinets help is given.
  • Right-handed students stand at the left side of the cabinet and left-handed at the right side.
  • Then the student with his / her hand on the edge at the front in the middle of the cabinet.
  • The thumb points to the other side of the box.
  • The student turns away and tries to get as far as possible on the cupboard.
  • The further you get, the better.
  • The goal is to turn around and land on the mat again while supporting yourself with your hand/arm.
  • The students can use their hands and feet to move to the other side of the box.
  • Make sure the box is not too high and adjust the height if necessary.