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Gym classexercises for technique tag game

Last update: january 2026
  • From the group, a scapegoat is appointed.
  • The game is played all over the field.
  • The group is lined up on one side of the field.
  • On sign the children cross the field.
  • One of the catchers tries to catch as many children crossing the road as possible.
  • Variation
  • The children walk to and fro on a signal.
  • Back and forth without waiting for a signal.
  • The children are not free on the other side.
  • With two tappers.
  • With boxes where there is one ticker in each box.
  • The children can be tagged in every cell.
  • Who has not been tagged on the way out and on the way back?
  • Or which group of tickers has managed to tick the most children?
  • The farmer is a ticker and a cow is a runner.
  • The game starts, the first farmer gets off the bench and hits a mat or drum and shouts I AM THE BOER!!!
  • Now all the cows know who the ticker is.
  • The object of the game is for the farmer to catch a cow.
  • The farmer does this by ticking off a cow.
  • Did the farmer tap a cow?
  • Then the farmer also becomes a cow and the one who has been tapped must sit on the bench.
  • So there is a new ticker every time.
  • On the bench is a pass-through system.
  • This means that the pupil who sits on the bench the longest, may return to the field when someone is finished.
  • The other students are given a ribbon, which they must tuck into their pants to create a tail.
  • The tail has to be long, so the ribbon has to stick out of the pants a lot.
  • 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.
  • 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 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 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 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.
  • The teacher chooses two tickers.
  • One ticker sits on one of the benches, the other ticker enters the playing field.
  • The game begins.
  • The ticker on the bench is not allowed to tap, the other ticker (who runs around) must tap all the runners.
  • Neither the runners nor the tickers are allowed to cross the bank.
  • When the ticker has ticked off some tokens, he gives the ticker on the bench a high five and sits down on the bench.
  • The other ticker must now tap all tokens.
  • The intention is that the taggers change often during the game.
  • When a token is finished, he has to sit on the teacher's bench.
  • The teacher chooses 2 scapegoats.
  • The taggers stand in the corridor and the teacher chooses 3 secret saviours from the group.
  • The teacher takes the catchers from the corridor and the tag game starts.
  • The tappers must tap all the tokens.
  • When a runner is tagged, he has to stand still on the spot where he was tagged and wait until he is saved.
  • A secret deliverer can deliver someone by giving 3 high-fives and a punch to someone who has been tapped, this of course has to be done very secretly. The tappers have to watch out who the secret saviors are.
  • After a while the teacher gives the stop signal.
  • All students have to sit on the bench/line, the taggers have to 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 saviours are not guessed, the saviours win.
  • The teacher chooses 2 tickers.
  • Give 3 tokens a ribbon to hold in their hands.
  • The game begins and the teacher starts the time on the stopwatch.
  • The referees have to collect all the ribbons.
  • They have to do this by tapping the tokens who are holding a ribbon in their hand.
  • When a runner is tagged, he has to sit on the bench.
  • On the bench the rule is 3 is too many.
  • So if there are 3 tokens on the bench the first is allowed to start again.
  • The runners may pass the ribbons to other runners.
  • They have to prevent the tickers from getting their hands on the tokens by working together and by feinting.
  • When all the ribbons are in the hands of the taggers, time stops.
  • The tickers who get all the ribbons fastest win.
  • The teacher chooses 2 tokens.
  • The runners have 1 ball.
  • The runners must tap all the runners.
  • The runner who has the ball is free and may not be tagged.
  • A runner can only hold the ball for 10 seconds.
  • So the runners must play the ball to the runner who is about to be tagged.
  • By being 'social' they prevent other runners from being tagged.
  • If a runner is tagged, he/she has to sit on the bench.
  • The last remaining runner wins.
  • The teacher chooses 5 students to sit on the bench.
  • The farmer is a ticker and a cow is a runner.
  • The game starts, the first farmer gets off the bench and hits a mat or drum and shouts I AM THE BOER!!!
  • Now all the cows know who the ticker is.
  • The object of the game is for the farmer to catch a cow.
  • The farmer does this by ticking off a cow.
  • Did the farmer tap a cow?
  • Then the farmer also becomes a cow and the one who has been tapped must sit on the bench.
  • So there is a new ticker every time.
  • On the bench is a pass-through system.
  • This means that the pupil who sits on the bench the longest, may return to the field when someone is finished.
  • The teacher makes 2 teams.
  • Place the cones 2 metres away from the wall.
  • If you don't have cones, you can also use blocks or the like.
  • One team stands on the left (see map) with one hand on the wall.
  • The other team will stand behind the line on the right.
  • Behind this line they are safe and cannot be touched.
  • The game begins.
  • The team on the right must try to bring as many pins as possible behind the safe line.
  • They are only allowed to bring one cone at a time and feints are allowed.
  • The left team must prevent this by tapping them.
  • As soon as a student of the left team takes his hand away from the wall, he has to tap someone of the right team before they are all behind the safe line.
  • If he fails to do so, he's out.
  • If he does tap someone from the right team, he's out of the game and he can stand with one hand against the wall again.
  • When you're out, you have to sit on the bench.
  • The game stops when all pins are in the safe area or when all players of one of the teams are finished.
  • After this, the teams swap places.

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