Two Games to Bring More Physical Activity into the Classroom
We are excited to be partnering with Active Schools to share ideas for bringing more physical activity into the classroom during Active Classrooms Month! Here are two games that will bring movement into the school day, one for younger students and one for older students. Even though these were created for the classroom, they can easily be conducted in a physical education or home setting – whether in person or virtually. We hope they help make the day more active and enjoyable!
Birds Fly
Grade Levels: K-2
Time Required: 10 minutes
Space Required: Classroom
Materials: None
Activity Description
Have students spread out and stand in the classroom. They should be far enough apart that they can flap their arms without coming into contact with anyone else. The object of the game is for students to flap their arms (fly) only when the leader says something that flies. This game requires good listening skills.
To begin, the educator is the leader. The leader should state a variety of things that fly, even though some of the things do not fly. While talking, the leader should also flap his/her arms to add challenge.
Sample Statements:
- Dogs fly.
- Carrots fly.
- Pencils fly.
- Pigeons fly.
- Snakes fly.
- Bees fly.
Students should flap their arms only when something that flies is stated. If they flap incorrectly, they are temporarily out of the game and sit down until another flying word is stated and then they should stand up and re-join the game. After some time, and if appropriate, choose a student to lead the game. Continue to switch leaders of the game and consider new categories such as swimming animals (swimming gesture) or red objects (march in place).
Adapted from the K-2 StartFIT Classroom Activity Package which includes programming and equipment to help children achieve the recommended 60 minutes of daily physical activity.
Rush Hour
Grade Levels: 3-5
Time Required: 10 minutes
Space Required: Classroom
Materials: None
Activity Description
Have students find an open space near their desk/table or around the room. They will be performing some physical movements but will need to stay in a small area about their arms’ length in diameter. This is their “parking space” and where they will move. The first time you conduct the activity you need to let students know about staying within their “parking space.” You will also need to teach the Rush Hour Commands to the students.
To play, the leader says each command and students perform it. If they are doing well, increase the speed in which commands are given and see if they can keep up.
Rush Hour Commands:
- Green: Jog in place
- Yellow: Walk in place
- Red: Stop and freeze
- Roundabout: Turn around twice
- Windshield Wipers: Wave arms back and forth like wipers
- Horn: Push a pretend horn and quietly say “beep, beep”
- Speed Bump: Jump up and down
- Low Bridge: Hunch over while jogging or walking in place
- Right or Left: Change directions towards the right or left and do the next commands
- Break Down: Sit down
- Duck Crossing: Flap arms like duck wings
- Ice Cream Truck: Pretend to eat ice cream
- Traffic Cop: Pretend to direct traffic
- Radio: Dance in place
- Car Wash: With arms outstretched, use circular washing motions with both hands
Adapted from the 3-5 StartFIT Classroom Activity Package which includes programming and equipment to help children achieve the recommended 60 minutes of daily physical activity.
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