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gym class training

Gym classexercises

Last update: january 2026
Execution
  • Place a container of balls on the baseline.
  • The players start with a ball in hand.
  • They run to the two cones closest to the net.
  • From there, they attempt to throw the ball into the bucket.
  • If they succeed, they run back to the ball container for a new ball.
  • They run to the two cones in the middle and try again to throw the ball into the bucket.
  • If they fail, they run back to the ball container for a new ball and try again at the same level.
  • The first person to complete all three levels wins.
Starting Formation:
  • Each player receives a number.
  • Swiss ball is placed in the centre.
  • Players form a circle around the Swiss ball.
Execution:
  • Players move around the ball, either sideways or forwards-backwards.
  • When a number is called, the respective player responds, takes the ball, and throws it at the players who have moved away.
Addition:
  • The player who is hit takes the Swiss ball and tries to hit another player.
Coach Notes:
  • Move around the circle.
  • Respond to changes in direction.
  • Improve movement and focus.
Game Description
  • Choose 2 taggers.
  • Give 3 runners a ribbon that they must hold in their hand.
  • The taggers must collect all the ribbons by tagging runners who have a ribbon.
  • If a runner is tagged, they must sit on the bench.
  • The rule on the bench is: 3 is too many.
  • If there are 3 runners on the bench, the first one may rejoin the game.
  • Runners may pass ribbons to other runners to prevent the taggers from getting them.
Execution
  • The instructor starts the time with a stopwatch.
  • The game ends when all ribbons are collected by the taggers.
  • The taggers who collect all the ribbons the fastest win.
Setup
  • Place 2 vaulting boxes against a wall.
  • Have the students form 2 lines, each at a vaulting box.
  • At one vaulting box, the teacher provides assistance, while at the other, students attempt the exercise independently.
  • Students may choose their position and switch during the lesson.
  • Right-handed students stand on the left side, and left-handed students stand on the right side of the vaulting box.
Execution
  • Grasp the edge at the front in the middle of the vaulting box with your hand.
  • The thumb should point to the other side of the vaulting box.
  • Push off and try to reach as far as possible on the vaulting box.
  • The goal is to rotate over the vaulting box, supporting yourself with your hand/arm, and land back on the mat.
  • Use hands and feet against the wall to reach the other side of the vaulting box.
  • Ensure the vaulting box is not too high and adjust the height if necessary.
Game Progression
  • The instructor selects two "cats" (taggers).
  • The other students receive a ribbon that serves as a tail and is tucked into the back of their trousers.
  • The cats attempt to capture the ribbons (tails) of the "mice" by pulling them out of the trousers.
  • Captured ribbons are placed in the basket to prevent slipping.
  • When a mouse loses its ribbon, it becomes a cat and helps catch the other mice.
  • The game ends when all mice are caught, after which it starts again.

Game Description

  • The students each take a block and find a spot in the hall.
  • Place your block only within the (usually yellow) volleyball court lines.
  • There must be enough space between the blocks and the wall to play football.

Objective

  • The objective is to knock over someone else's block while defending your own block.
  • If you knock over someone's block, you may take one of their blocks and place it on your own block.
  • The player with the highest tower at the end is the winner.

Rules

  • If a high tower is knocked over, only one block may be taken from it.
  • If your last block is knocked over, you may take a new one from the box and continue playing.
Formation
  • Participants form pairs and each chooses their own mat.
  • The pairs sit opposite each other.
  • The attacker sits on hands and knees, the defender on elbows and knees.
Roles
  • Attacker: Try to grab the ball.
  • Defender: Defend the ball.
Execution
  • The game begins and the attacker tries to grab the ball.
  • If the attacker grabs the ball, they win.
  • If it does not succeed within 60 seconds, the defender wins.
  • Let participants change opponents every 2 to 3 minutes to keep the excitement.
Execution
  • Form pairs and each choose your own mat.
  • Stand opposite each other on the mat with only the forefoot on the edge; the heel remains off the ground.
  • Place the flat hands against each other and start the game.
Objective
  • Bring the opponent out of balance so that he/she has to take a step.
Game Rules
  • You may push or hold back while the other pushes.
  • Switch opponents every 2 to 3 minutes to keep the tension up.
Objective
  • The taggers must discover who the secret redeemers are.
Game Progression
  • The teacher selects two taggers and has them wait in the hallway.
  • Two secret redeemers are chosen from the group.
  • The taggers return and the game begins.
  • The taggers try to tag everyone. Those who are tagged must stand still.
  • A redeemer can free someone by giving three high-fives.
  • The redeemers must do this secretly so that the taggers do not discover them.
Execution
  • When the teacher gives the stop signal, everyone sits on the yellow line except for the taggers.
  • The taggers stand in front of the group with the teacher and have three attempts to guess the redeemers.
  • If the redeemers are guessed, the taggers win. Otherwise, the redeemers win.
Setup
  • Mark out two lanes using cones or other materials.
  • Place two hoops against the wall.
  • Ensure there are a maximum of five students per lane; set up additional lanes if needed.
  • Place a basket at the starting point for collecting all the balls.
  • Lay out different types of balls for experimentation.
Execution
  • The students must roll the ball so that it comes to a stop inside the hoop.
  • Each ball rolls differently, so allow the students to experiment with various balls.
  • Follow the diagram to see where the students should start.
Preparation
  • Ensure that everyone has a spot on the parachute. Most parachutes have loops on the outside to hold onto.
  • Before you start, it is important that the parachute is pulled tight. Have a few students walk backwards until everyone is in the correct position.
Execution
  • The teacher sets the rhythm. Later, the children can do this themselves.
  • Move the parachute up and down 5 times.
  • On the 6th time up, everyone dives inside under the parachute and holds it on the ground. This creates a tent.
  • After a few seconds, the teacher gives a signal, and everyone exits the tent to start again.
Formation
  • The group is positioned in the four corners of the field.
  • A tagger is identified with a team ribbon.
Execution
  • At a signal, participants cross the field in one of three directions of their choice: the short side, the long side, or diagonally.
  • Upon returning, they earn one, two, or three points respectively.
  • The tagger operates in the space and tags participants.
  • Tagged children must return to their corner before they can cross again.
Objective
  • How many points can you score in an agreed time?

Introduction

  • Do you want to improve your fitness? Here are some effective ways to do so.

Warm-up

  • Make sure you do a good warm-up before you start.

Execution

  • Run between two cones: 2 cones forward, 1 cone backward. Repeat this twice.
  • Grab the ball and run five laps with the ball. This improves your ball control and fitness.
  • Run up and down the stairs five times for an indoor exercise.

Tips

  • Add your own twist to the exercises for variety.
  • Start slowly and build up gradually.
  • Try not to go all out immediately.
Game Setup
  • Play on one-third or half of the hall.
  • Choose two taggers who receive a ribbon.
  • The taggers try to hit the runners with the goalcha ball or foam ball.
  • The taggers are not allowed to run with the ball.
  • Five cones are placed on the side of the field.
Execution
  • If a runner is hit, he/she must lay a cone on its side.
  • The hit runner continues to participate in the game.
  • If all cones are knocked over, the taggers win and two new taggers are chosen.
  • If after five minutes of play the cones are not knocked over, the runners win and two new taggers are also chosen.
Setup
  • Place a springboard approximately half to a full step in front of the vaulting box.
  • The students line up at the marker.
Level 1
  • The students take a run-up from the marker and jump onto the vaulting box via the springboard.
  • They land standing on two feet.
Level 2
  • The students take a run-up from the marker and jump over the vaulting box via the springboard.
  • They must not touch the vaulting box.
Level 3
  • The students take a run-up from the marker and jump over the vaulting box via the springboard.
  • They place their hands on the vaulting box, but their legs must go over first.
Level 4
  • The students take a run-up from the marker and jump over the vaulting box via the springboard.
  • They kick their feet/legs upwards and place their hands on the vaulting box, but their legs must go over first.
Execution
  • Ensure the vaulting box is not too high and adjust the height if necessary.
  • Place a flag in the middle of a circle.
  • Provide the circle with pawns spaced every 75-100 cm, depending on the level of the player/players.
  • See also:
  • Distribute the players around the circle between the cones;
    • Start by 'jogging'between the cones (snake movement);
    • Arms take turns (warming up)
    • At the signal of the trainer ( whistle) short sprint to the flag in the middle and back again;
    • 2x whistle sprint to the outside
  • Next exercise :
    • Zig-Zag (left to right) between the cones,
    • Run sideways outside, and make rainbows (knee up) with the left foot over every cone
    • Run sideways (inside) and make rainbows (knee up) over each cone (with right foot);
    • Short dribble with the feet forwards and backwards between the cones, but keep on turning.


Circulation warm-up

  • This consists of a loose walk-in for 5 to 10 minutes with various light movements for arms, legs and torso.
  • By doing this you actively bring the function of the heart, lungs, nervous system and muscular system to a higher level than the resting level.


Stretching

warm-up

Do you want to get in shape? You can, but you need a few things for it.

  • What do you need?
    • Pawns
    • Soccer
    • Clothes you can work out in
    • Stairs
  • First of all, it's important that you warm up well before you start working on your fitness!
  • What do you need to do?
    • Run 2 cones to the front 1 to the back and repeat this every time.
      • Do that twice
    • Take the ball and run with it in 5 circles.
      • This will give you ball control and also ensure that you have worked on your fitness for a while.
    • You can also do exercises for your condition inside by running 5 times up and down the stairs.
  • Of course you can give your own twist to how you want to do it, but I find these are the nicest and most fun ways to improve.
  • Don't try to run fast the first day without stopping, do it in steps!
  • 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.
  • 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 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.
  • The students walk up via the bench and then they can choose whether they walk all the way to the climbing frame and get into the frame or whether they jump from the bench into the climbing frame.
  • Finally, the students can make a run and jump from the bench into the climbing frame at high speed.
  • To get out of the climbing frame, the students let themselves fall out of the frame and make a half turn while falling.
  • They land on their feet with their backs to the frame.
  • Place 1 reuther board (springboard) about half a step/1 step in front of the cabinet.
  • Students make a line at the pawn.
  • Level 1:
  • Students should take a run-up from the cone and jump onto the cabinet via the reuther board (springboard). In doing so, they land standing on 2 feet.
  • Level 2:
  • The students have to take a run from the pawn and jump over the box via the reutherplank. They are not allowed to touch the cabinet while doing this.
  • Level 3:
  • The students have to take a run from the pawn and jump over the box using the reutherboard (springboard) putting their hands down on the box.
  • Important! First cross the cabinet with your legs and only then put your hands down.
  • Level 4:
  • The students have to take a run from the pawn and jump over the cabinet via the reutherplank (springboard) kicking up their feet/legs and putting their hands down on the cabinet.
  • Important! First kick your legs over the box and only then put your hands down.
  • Make sure the ladder is not too high and adjust the height of the ladder if necessary.

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