Kid Activities
1000's of Ideas for Childcare Professionals & Teachers!

Games for Small Groups of Kids

January 20, 2010 01:23 by Barbara Shelby

GYM GAMES, QUIET GAMES, RELAY-TYPE GAMES, FUN GAMES
FOR VERY SMALL GROUPS OF KIDS
(Ideas are taken from about the site)

 

TIP:  When there aren't many children in your program (or your yard) you can still have fun with games! Instead of taking the attitude that there aren't many games that can be played--talk to the kids about how fortunate they are because they can practice and hone their skills.

Practice running in a variety of ways; do laps; practice dribbling a basketball; shooting baskets; jump roping, etc.

For events that involve running---get a timer and time the kids! Keep a book of individual records. Have children challenge themselves. Can they beat their 'best' time?

Do the boys and girls alike know how to jump rope? Kick a ball straight? Catch a ball? (Practice catching by starting close to the pitcher and backing farther and farther away.) 

Have the kids come up with creative names for this time. Make it a part of your program and call it Sports' Clinic, Seasonal Practice, or ________!

A great time to practice and work on skills with not that many kids around!!!
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GAME IDEAS
1. Morning programs can especially have few children. Is the morning weather nice? GO OUTSIDE!

2. HAVE A PAPER-AIRPLANE MORNING/DAY!
Nice weather? Have it outside... Bad weather? Hold it inside in a gym or large space! Create and decorate paper-airplanes. Come up with categories for the fun.
Example: Who's can go the farthest? Straightest? Highest?
Can anyone fly it through a hula hoop? Do loops?
Make a 'bull's-eye' similar to what you would use for playing darts; can anyone hit the bulls eye...or the outer circles.

 

3. CONTINUEITY BALL
Equipment: 3 Balls (Beach Balls)
Players scatter over the playing area and a ball is tossed into the air. The objective is to keep the ball in the air using any part of the body.
 
Once one ball is up, get two or three balls going at the same time.
Keep count of the number of times the ball (or balls) is kept up in the air before it hits the ground. Kids try and better the number next time around.

4. BED SHEET PING PONG
Players stand and hold a bed sheet on opposite ends.
A ping pong ball is placed onto the sheet.
The sheet is then raised or lowered.
The object of the game is to get the ping pong ball to fall off the other team's side of the sheet.

5. SET A "PROGRAM BOOK" of RECORDS...This isn't all about 'games' but can be great morning fun! Start your own Guinness Book of Records!!!)
 
This one is a surefire winner! Keep your own SAC book of records and have the kids try to set records for things such as:

  • Most jumping jacks
  • Jumps in jump roping
  • Running laps in gym
  • Running laps outside
  • Most crafts made for the month or year
  • Longest handstand
  • Most books read, puzzles completed, etc.
  • Anything else that you can think of.

When kids start to utter that they are bored give them a new record to break and a fun reward if they set a new record! Be sure to make this a yearly ongoing event---NEW records can be set each year!!!
 
6. NEWSPAPER RACE
Two newspaper sheets required per player.
Each player must race to the turning point and back, stepping only on his newspapers.
He steps on one, lays the other in front of him steps on it, moves the first forward, and steps on it and so on.

VERSIONS OF SIMON SAYS...

7. PLAY SIMON SAYS WITH VISUAL MISCUE
Ply this game just like any "Simon Says" but add visual directions that are totally wrong! Example: Simon Says touch your nose while touching your cheek! This game helps children  focus on the spoken word rather than being overly influenced by visual...

8. SEASONAL 'SIMON SAYS'
Play 'Simon Says' according to the season and themes:

• Winter: Santa Says, Frosty says, The Snowman Says, the Elf Says
Valentine's Day: Cupid Says
Patrick's Day: The Leprechaun Says
Easter or Spring:The Bunny Says
Also adapt to the themes such as The Frog Says!
Red-White & Blue Days: Uncle Sam Says

9. DO THIS-DO THAT!
This is played similar to "Simon Says"...
The group does everything you do when you say "do this"...but when you say "do that"...they do NOT follow the direction. When a player follows the direction of "do that"... they are out.

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10. COOPERATIVE STAND UP
Have your group get into pairs.
The pairs will sit on the floor, back pressed to back and arms interlocked.
They must stand up without using their hands. It can end here...OR...
After a pair stands up, have them find another pair and all 4 must sit down and stand up.
Go on as such until the entire group is together and have everyone try to stand up. This is a good game to promote friendliness and is fun when you have an exceptionally large group

11. BUZZ
The players start counting substituting buzz for the number seven and multiples of seven. If a player makes a mistake he must drop out or the whole group must start again.

12. BALANCING ACT
Need a bean bag, pencil, eraser -- or similar object to place on head. Play music as each child walks around balancing the object on their head. If the object falls off the child is frozen until another comes and places the object back on the head. Everyone stops and resets their object when the music stops. Game starts over when the music again starts.

13. LEARN TO SING or say THE ABC'S BACKWARDS!  Why? Just for the fun of it!
Have a poster of the alphabet and point to the letters starting with "Z" and go from there...
Z Y X W V U T S R Q P O N M L K J I H G F E D C B A

14. GUESS THE PERSON, ANIMAL OR THING!
   • Using a picture of an animal, children's character or personality, cover the entire picture with puzzle pieces to hide identifying features.
   • Take one piece off at a time; children guess who/what is underneath.
   • This can be done as a group game, individual or team play. It could also be set up in a special daily spot--with guesses being made as removed pieces reveal who/what it is!
   • Depending on how you play this-points can be added or subtracted. The most points of course going to the individual or team who correctly guesses with the least amount of puzzle pieces removed!

15. GARBAGE BALL
Use whatever you have that can be thrown and not hurt anyone:
Balls, wads of paper, sock balls, rubber chickens, koosh balls, etc.

1.Have two equal teams with a center line.
2. Each team starts with the same amount of items.
3. At the signal each team throws whatever it can get their hands on from their side of the line to the other side.
4. Players continue to throw until the signal to stop (or if music is used when you play and the music stops)
5. The winning team is the side with the least amount of garbage on it's side.
6. To play more rounds divide the garbage evenly again and continue. Keep score of whoever has the most wins!
7.You can add interest by having the losing team pick up all garbage or have both teams pick up garbage but the losing team has to do what the winning teams directs---such as accomplish a certain amount of push-ups- sit-ups, etc.

16. DRAG THE BODY
For K-6--Promotes cooperation and develops strength...
Need several old sheets or blankets
 
Divide the group into two teams.
Give each team a blanket.
Have one player from each team lie down on the blanket.
The teams must drag the body on the blanket from one end of the gym or yard to the other.
Whoever crosses the finish line first, wins. (Other versions in Gym Games category )

 

 

17. FOUR SQUARE
You need: A gym floor with 4 squares ...
  1. The player in square 4 serves the ball by bouncing it in his square and tapping the ball into another square.
  2. The player in that space must tap the ball (after one bounce) into another kid's area, and so on, until someone misses the ball, lets the ball bounce twice, or sends it out of the grid.
  3. The player who misses the ball steps out and the remaining players rotate up through the numbered squares.
  4. If you are playing with more than four players, a new player enters the game at square 1.
  5. The player who is out waits in line to re-enter the game once square 1 is open again.
 Whoever is now in square 4 serves the ball to resume play.
 
18. STICKY POPCORN
The children begin by "popping" around the gym as pieces of sticky popcorn, searching for other pieces of popcorn. When two pieces of popcorn meet, they stick together.
Once stuck together, they continue to pop around together, sticking to even more pieces, until they end up in a big popcorn ball.

19. THE QUIET OLYMPICS
DISCUS THROW: Use a paper plate
SHOT-PUT: Use a balloon
TRACK RACE: Each player lines up at the start line and race by placing the heel of one foot against the toe of the next. The first one to the end of the track and back wins.
HIGH JUMP: Each contestant takes a deep breath and whistles. The contestant who holds the note the longest wins.
HIGH DIVE: Each player stands on a chair (or faces the chair back-rest and then kneels chair seat) with ten clothes pins and drops them into an empty bottle. The player that gets the most wins. Source: allthedaze.com
 
20. FEATHER BLOW
Purchase feathers at a local craft store.
Give each child a feather.
When you say, "GO!" the kids start blowing the feather in the air. Whoever can keep the feather in the air the longest (using only his/her breath) is the winner.
This game can also be played in teams.

21. TIP: TEACHING JUMPING JACKS
Saw this quite awhile back ...don't remember where...but it works!
When the kids' legs are out and hands clapped above the head, this is called "teepee" and when the kids' legs are together and hands at their sides, it's "pencil."
They can learn this skill slowly as they shout "teepee...
pencil...teepee...pencil."
 
22. SHOE BOX FOOT RELY RACE
Have the children bring two shoe boxes with them.
Tape the lids onto the boxes, then cut a one-inch-wide and four-inch long slit in each top.
Have the contestants slip their feet into the slits in the boxes and race...
The race can be individual--with all youth racing together in a horizontal line--or done as a relay.
 
23. NO HANDS GET UP
Players run to turning point, stop, lie down on their backs, fold hands across chest and get up without moving their arms, and run back to finish line.

 
24. WHEEL BARROW
Partners assume the Wheel barrow and pusher position.
On the signal, advance to the turning point where they change positions and return to the starting line.

25. CARTWHEEL RACE - Self explanatory
 
26. CONSEQUETIVE JUMPS - Everyone jumps in predetermined fashion

27. COTTON BALL RACE
Materials Needed:
Lots of cotton balls, Vaseline, 2 or 4 bowls, tissue paper
   • Put a handful of cotton balls in one of the bowls.
   • Put the bowl at one end of a rug or mat that is on the floor (Or just play on floor) 
   • Put the other empty bowl on the opposite end of the mat.
    • Rub Vaseline on the child's nose and have them put their nose in the bowl with the cotton balls.
    • The object of the game is to get as many cotton balls as possible on their nose without using their hands.
 
After cotton balls are stuck to their nose,they crawl over to the empty bowl.Kids then take cotton balls off their nose with their hands and put them in the bowl. (ipe the Vaseline off with a tissue or napkin.)
If you play with TEAMS set a time limit, and see who moves the most cotton balls from one bowl to the next.
 
28. THE 100 INCH DASH! (Good for 100th Day of School)
You need: yard stick and tape 
   • Measure out 100" on the floor or field. 
   • Mark a start and finish line with the tape. 
   • Start the race at the signal and try to reach the finish line. 
   • What makes this difficult is that the children are to move their feet only one inch at a time by taking baby steps! 
   • The winner crosses the finish line first.
 
29. POP A BAG RACE
Need: Paper Bags 
   • Give each child a small paper bag. 
   • With the signal, race to the marker and then blow up the bags. 
   • Instruct youth to pop  them with their hands and then race back to the line. 
   • The first player to pop his/her bag and return to the finish line is the winner.
 
30. BALLOON BOP
Need several pre-blown balloons.
Players may stand or sit.
Each team is given a balloon to keep in the air for as long as possible. They can only bat or tap the balloon to keep it afloat--no throwing or catching is allowed.
Each time the balloon hits the ground- a point is scored AGAINST that team. (Some one needs to keep score.)
The team with the lowest score is the winner.
 
31. BALLOON BOUNCE
A contest to see who can keep a balloon in the air the longest using only their head.
The person who can keep it in the air longest without using anything but their head is the winner.
 (This game can also be played in teams).
 
32. BUZZ-BOMB BALLOON GAME
1 balloon per player, not inflated--Tape or string to make a target...
Played from a line or circle...
All players inflate their balloon. Some players may need help.
When the leader says "1, 2, 3, GO!" The players release their balloons in the direction of the target. If you are having a THEME PARTY, use a picture from the theme as the target center.
Score 5 points for the closest balloon and 15 points for a direct hit.
This game works well with teams - each team gets their own colored balloons; red, blue, green etc. Or, you do not need to keep score at all and just have fun playing the game several times.
 
33. LEFT OVER BALLOONS??? PLAY BALLOON BADMITTEN
An idea inspired by World Pre-School Mom is to use fly swatters (At Dollar Store  about 2 for $1.00), Children simply hit the balloon back and forth to each other!

BASKETBALL GAMES for 2 or more!

34. AROUND THE WORLD
Around the world is a basketball game variant played by two or more players. It is often played to improve shooting skills. In this game, a series of shots must be made in and around the key, allowing a player to advance to the next position. The first player to make a shot at each position advances until he reaches the end where he wins the match.

Play typically starts at the edge of the key on one side of the basket. If the shot is made, the player advances to the next position mark on the key. When a player has made shots on every position mark (if a player misses a shot they may chance it and shoot again, and if they miss, they go back to the previous spot, or they may elect to stay where they are currently at), they then advance back in the opposite direction just like the way they came, and the player who does that first wins the game. After the player has moved around the key, the player must make a shot from the center of the three point line.

If at any point a shot is missed, a player may 'chance', meaning he gets to take a second shot. If the second shot is made, the player advances as normal. If the player misses the second shot, then the player must go back to the beginning. If player has made it to the other side of the three point line then he must make it twice. If the player chances then he may go back to the opposite side he started on game.

Once a player completes the entire sequence of shots, that player is deemed the winner of the basketball game. One variety of the basketball game allows each player three consecutive shots at a basket before having to move down one position.
Other variations include: shooting with the off arm, shooting with alternating arms, or using the backboard on every shot (except those directly to the side of the basket)
 
35. HORSE 
A Basketball Game of Shooting Skill--Variation Requires Only Two Players and One basketball goal and a basketball are required.

Where to Play: You can play wherever there is a basketball goal.
How to Play: Players line up. The first player announces what shot he is going to make and takes his shot. If he misses, he goes to the end of the line. If he makes the basket, the next player must make the same shot. If the second player misses, he gets an 'H', and it is the next player's turn to announce a shot and try to make it. Each time a player fails to make a shot that his predecessor made, he gets another letter until someone has spelled 'horse'. At that point the player is out. The other players continue play until only one player is left.

Variations: If there are large differences in height, you may want to outlaw the dunk shot. Some players allow the player who has received the "E" one more shot to try to stay in the game. If longer or shorter games are desired, different words can be spelled.

36. SIMILAR TO HORSE IS 'PIG'
The game of PIG is an individual contest to determine who has the best basketball shot. The game is a fun and easy contest played with a basketball and a basketball hoop. It is a game in which those of different basketball skill levels can compete together since it is based on only shooting the basketball through the hoop and not dribbling or defending. The goal is to sink the basketball through the basket. Each missed shot represents one letter in the word "pig" and when players miss three shots they are eliminated.

Start Game: Find at least one more person to play a game of PIG. Two or more people are needed to play the game. Randomly select the order of who goes when. Have the first person attempt a shot from anywhere he/she wants. If they the shot, the rest of the players must follow, attempting to make the same shot from the same location. All of the players who do not make the shot get the first or the next letter in their word: PIG.
 
Continue Game: Continue the game in the same shooting order. If a player misses his attempt from anywhere on the court, then the next player is free to attempt her own shot from anywhere on the court. Have players continue to attempt to duplicate sunken baskets in the same order. If they miss, they get the first or the next letter in their word: PIG.
Champion: Eliminate players who spell out their word PIG. In other words, players who miss three shots, P-I-G, that their opponents made before them are out of the game. Crown the last player, who has not spelled PIG, the champion.

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37. HOPSCOTCH

A course is first laid out on the ground. Depending on the available surface, the course is either scratched out in dirt, or drawn with chalk on pavement. Designs vary, but the course is usually composed of a series of linear squares interspersed with blocks of two lateral squares. Traditionally the course ends with a "safe" or "home" base in which the player may turn before completing the reverse trip. The home base may be a square, a rectangle, or a semicircle. The squares are then numbered in the sequence in which they are to be hopped.

Playing the game
The first player tosses the marker (typically a stone, coin or bean bag) into the first square. The marker must land completely within the designated square and without touching a line or bouncing out. The player then hops through the course, skipping the square with the marker in it. Single squares must be hopped on one foot. For the first single square, either foot may be used. Side by side squares are straddled, with the left foot landing in the left square, and the right foot landing in the right square. Optional squares marked "Safe", "Home", or "Rest" are neutral squares, and may be hopped through in any manner without penalty.

Upon successfully completing the sequence, the player continues the turn by tossing the marker into square number two, and repeating the pattern.

If while hopping through the court in either direction the player steps on a line, misses a square, or loses balance, the turn ends. Players begin their turns where they last left off. The first player to complete one course for every numbered square on the court wins the game.

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38. ROCK PAPER SCISSORS…

Rock" is a fist..."Paper" is a flat hand...and "Scissors" are the pointer and middle fingers making snipping motions. Partners shake their fists three times---and then show their chosen motion on the count of three. Winning hands are decided as follows: Rock breaks/dulls scissors... Scissors cuts paper... Paper covers rock. Play three or 5 times...and see who has the most wins. This is also a good method to see who goes “first" in games or gym.

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39. SOCCER BOWLING

For this game you'll need discs (or cones). Place a ball on top of a disc, forming a "bowling pin". The object is to knock the ball off the disc, by making a nice pass accurately aimed.

Set up the game depending upon how many players and extra balls you have. The ideal setup includes teams of two or three players, with each team having three targets to hit, spaced 3-4 feet apart and about 10-15 feet away. One player makes a pass towards the pins, fetches the ball, and then passes it back to the next player who takes a turn. Whichever team knocks down all three "pins" wins.

Use additional cones to mark the starting point. With older players, have them positioned 10-15 yards behind the starting point. This allows for an even longer pass back, and adds a bit of dribbling up to the starting point.

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40. Remember how to play JACKS?! Introduce your kids to this fun game of generations past!

Materials:
Set of jacks and ball. Smooth surface to
play on.
Object of Game: Be the first to go from 'Onesie'” to 'Tensies'

 1.Begin by throwing your jacks onto the ground in front of you.  Try and make the jacks land not too far apart or too close together. 
2.Next throw the ball into the air and pick up one jack. Catch the ball after it bounces one time. Continue picking up
the jacks one at a time.
3. When you have collected all the jacks, throw
them again and start picking the jacks up two at a time (twosies). When you get to threesies you have to pick up the three sets of three first, then pick up the left over jack. Continue on until you are at tensies. You can then declare the winner as the first one to tens, or go back down again to onesies.

Your turn continues until you either--miss the ball, fail to pick up the jacks, move a jack, or drop a jack that you have picked up. Your turn is then over and the next person goes.

Variations for Jacks: 
NO BOUNCIES
Go from one to tens without letting the ball bounce before you pick up
the jacks.

DOUBLE BOUNCIES
Pick up the jacks and then catch the ball after it bounces twice.

LEFT HANDED
Switch the hand you normally throw the ball with.

CHERRIES IN A BASKET
Cup your hand and throw the ball with the opposite hand. You have to
then place the jacks in your cupped hand - one through tens.

AROUND THE WORLD
After you throw the ball you have to make a circle in the air around
the ball before it bounces - one to tens.

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41. RUNNING BASES ... ALSO CALLED 'PICKLE' (A great game for building baseball skills)
Need a 2 Bases, at least 3 players and rubber ball or tennis ball...

There are several versions for playing this game. This one is the most basic.

1. Set up two bases on a play area about 20 to 50 feet apart.(The distance depends on the skill level of the players)

2. Two players are 'fielders'. They each stand at a base and toss the ball to each other. All other players are 'runners'. If there is more than one runner--they divide and go to the bases.

3.The object is for the runner(s) to move from base to base without being tagged as the fielders toss the ball back and forth. If a runner is touching a base, he or she is safe. If they make it to the next base without being tagged out they score a run. If they are tagged it's an out.

4. A runner cannot hug a base. He/she must run at least every second time the ball is thrown. The fielder does not have to stay on the base to catch the ball. They may go after each runner.

5. The goal of the game is to touch the bases as many times as you can without being tagged out. The runner must keep track of how many times they touch the base before a fielder tags them out. When that runner gets out, they rotate positions so that the fielders can be the runner. After everyone has ran, they compare scores.(bases touched).

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INSIDE WINTER GAMES

PENGUIN SHUFFLE
This is an Indoor race that challenges kids' balancing skills - penguin style.
Materials:
Beanbag or Hacky Sack-style footbag
HOW TO PLAY:
Have children stand side by side with their "eggs" (beanbags or Hacky Sack-style footbags) on top of their feet. Players try to shuffle across the room without dropping their "eggs." The first one to succeed wins.

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SNOWBALL RELAY GAME
Supplies:
Styrofoam ball for each team
Pencil for each team
How To Play:
Divide into teams. First child on each team will be given a Styrofoam ball (snowball) and a pencil.
On your mark- they are to bend over, place the ball on the floor, and push the ball with the pencil across the room, around an obstacle, and back to next child on team. First team to finish wins.

 
HAVE A MARSHMALLOW SNOWBALL FIGHT! Do you have a 'small' group? If so, during the winter months when children can't get outside or if you live in a warm climate and want to have a snowball fight-- use large marshmallows.
The children stand across from each other and start throwing. Put the marshmallows into containers. The side that makes them all disappear first wins. After they all hit the floor you can use again to throw some more.
Remind the children they can't eat them after they hit the floor or ground! This is a fun activity for ages 3 and up .(My grandchildren love to do this all year round when they visit, they bombard grandpa! Barb)

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DRESS YOUR TEACHER RACE!
Have a large area with two adults and their own gloves, hats, coats, scarves, and boots laying next to them.
The children l line up in front of one of the adults and one at a time run up and place an item of winter on the adult.
The first team done wins.
Children love the excitement of this game and it also gets a lot of energy out on days it is too cold to go outside!

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SNOWBALL THROW
Supplies: A line drawn or taped on the floor --pre-made tissue paper snow balls.
 
How To Play:
Set a time for 2-3 minutes.
Yell, "GO"!
Each team throws their tissue paper snowballs back and forth across the lines.
When the timer goes off, the team with the LEAST amount of snowballs on their side wins.

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SNOWMAN BOWLING
Fill two liter pop bottles with some sand; paint them white and add a snowman face! The children then row a ball at the snowmen and try to knock them down (You can play this seasonal game from first snowfall to last)

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FROSTY THE SNOWMAN (Team game good for a party)
Supplies:
A roll of toilet paper for each team.
Sheet of orange, black, red and yellow construction paper for each team.
Hat for each team
Scissors for each team.
To Play:
Have several teams of four or five children. When you say, "GO" they should wrap one of the people on their team up in toilet paper (leaving an opening for nose and eyes). Once they've built their "Frosty" they can utilize the hat and construction paper to decorate him. Put a time limit on decorating. Give a prize for the first completed Frosty, most unique Frosty, ugliest Frosty, cutest Frosty, Biggest, Smallest, etc.
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SNOWBALL TOSS GAME
Cut out two large circles in a large piece of cardboard; make it the shape of the bottom of a snowman. Next draw a snowman head on the top.
Give the children white beanbags, white socks balled up, or white paper crumpled into balls to represent snowballs. These are thrown at the snowman target.

Check out all the Drama, Seasonal, Sponge Fillers/TransitionParachute and Theme Games on this site for other possible ideas...Many are great for small groups!
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Sponge Fillers, Transition and Line Up for Kids!

May 23, 2009 20:32 by Barbara Shelby

  

One aspect that many school-age programs and classrooms neglect is the planning of Transition times. We all have them! They're the little bits of time that occur throughout the day. (Throughout our lives...)

Transitions should be built into our schedules-and planning is the Key! If imaginative transition activities are NOT planned in advance, there generally is an impact on programming; they most likely won't happen and kids become disinterested.

I've visited programs in the morning-where children are lined up for 15 to 30 minutes with nothing to do! Consider some of the ideas below-and plan fun gathering and waiting times for the children attending our programs and classrooms...All you need is 5 to 15 minutes and you'll have a time in the day that the kids  look forward to!

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 1. CONTINUE TO READ ALOUD TO CHILDREN… GREAT AT TRANSITION TIMES!
A child's interest level is often much higher than his or her reading level. If children are to grow up loving books and reading, they need to be exposed to the most interesting books available. The SAC morning “Gathering Transition” is a good time to read chapter-books.

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2. A  VERSION OF “I SPY”
Explain that when you say, “I spy,” every child needs to stop what he/she is doing, listen, and respond with, “What do you spy?” Say something like, "I spy children dancing in one place," or “I spy a rock star silently playing a guitar.” The students act out that idea until you again say, "I spy." Then all the students stop what they are doing and respond with, "What do you spy?" The game continues with you suggesting other ideas such as, “I spy children waving their arms.” After playing awhile, say “I spy students lining-up quietly.” Children may be chosen to lead the activity.

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3. OH - AH
Start with everyone in a circle holding hands. One person
gives a quick squeeze to the hand of the person on the RIGHT. The
squeeze is passed from person to person around the circle until it is moving smoothly.
Now add sound. Squeeze and say "ooh"… and watch it go around. Next add "ah", but with a LEFT exchange…some fun as the sounds pass over each other at the same time!

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4. PLAY "SIMON SAYS"

Also... 

PLAY SIMON SAYS WITH 'VISUAL MISCUE'
Play this game just like any "Simon Says" but add visual directions that are totally wrong! Example: Simon Says touch your nose while touching your cheek! This game helps children focus on the spoken word rather than being overly influenced by visual...

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5. SEASONAL “SIMON SAYS”
Play Simon Says according to the season and themes:
   • Winter: Santa Says, Frosty says, The Snowman Says, the Elf Says
   • Valentine’s Day: Cupid Says; St. Patrick’s Day: The Leprechaun Says
   • Easter or Spring: The Bunny Says…also adapt to the themes such as The Frog Says!
   • Red-White & Blue Days: Uncle Sam Says

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6. DO THIS—DO THAT!
This is played similar to "Simon Says"...
The group does everything you do when you say "do this"...but when you say "do that"...they do NOT follow the direction. When a player follows the direction of "do that"... they are out.

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7. ALL IN ONE GAME

  • Stand in a circle holding hands. One person is in the middle.
  • The person in the middle calls in some one--one at a time.
  • The goal is to see how many people you can fit in the middle---without breaking hands.
  • You can create your own Guinness Book of Records!

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8. ODDBALL (Good only for small groups)
All you need is a soft ball-- a crumpled piece of paper will also do. Gather in a circle and give one student the ball; call out an "oddball" number which is a single digit number such as ‘5.’ Start passing the ball from student to student, counting up by ones. When a child gets the ball on an oddball number, they need to pass the ball in the OPPOSITE direction (The oddball number is one ending in your starting number. With the 5--the odd ball numbers would be 5, 15, 25, etc.
Keep counting up and switching directions with the oddball number. Frequently call out a new oddball number and keep going.

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9. STATUES 
As you play music, have the children move in place or if there is space, have them dance around the room. Every minute or so, stop the music and the children have to freeze in whatever pose they were in when the music stopped. If they move, they sit down and lose a turn.

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10. CHICKEN PICKS
Equipment: Rubber Chicken

  • Players sit in a circle and one player goes into the middle.
  • A topic is chosen and the rubber chicken starts with one person--- and is passed around the circle.
  • The person in the middle  lists as many things as they can from the topic, but they only have however long it takes for the chicken to pass around the circle once.
  • When the chicken gets back to the starting point, the person stops talking.
  • A designated counter should be in the group, to count how many objects were listed.
  • The person that is able to list the most objects is the winner.
  • Example: What are all the things that you can think of that start with the letter M? How many candy bars can be named? Or, what are things that you can buy at the hardware store.
  • Pick high-interest topics, such as TV shows.

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11. ZIP ZAP (Good for getting to know each other) “It” points to a person in the circle repeating the word "zip" or "zap" and counting to five. If "It" says "zip" the person must reply with the name of the person on his/her right---if "It" says "zap" they must reply with the name on their left. If the name is wrong, that person goes into the center of the circle.

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12. COOPERATIVE STAND UP
   • Have your group get into pairs. 
   • The pairs will sit on the floor, back pressed to back—and arms interlocked. 
   • They must stand up without using their hands. It can end here...OR... 
   • After a pair stands up, have them find another pair and all 4 must sit down and stand up. 

Go on as such until the entire group is together and have everyone try to stand up. This is a good game to promote friendliness and is fun when you have an exceptionally large group.

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13. ZOOM
Standing in a circle, students orally pass the word "zoom" around from one person to another. The activity moves rapidly to build and sustain community involvement.
…..Variations can include switching directions, multiple zooms at one time, students leading zoom, and USING OTHER WORDS to build vocabulary.
…..The first time, have youth sit in a circle with their legs crossed, sitting up straight with their hands in their laps. Model this posture, and ask the students to have their knees touch their neighbors' knees to form a tight circle.

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14. BUZZ
The players start counting substituting buzz for the number seven and multiples of seven. If a player makes a mistake he must drop out or the whole group must start again.

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15. SILLY SALLY’S COOL CLUB!

  • Have the players in a circle.
  • The leader explains that Silly Sally has a cool club. The only way that kids can join--- is if they can figure out what Sally likes and doesn't like.
  • Sally only likes things that have double letters in them. Sally likes 'soccer' but she doesn't like 'golf'. Sally likes 'bananas' but she doesn't like 'beans'. Etc.
  • As children take turns guessing what Sally likes, the leader either lets the child in the club--or not.
  • This is based on the guess-and if it contains double of a letter. (Obviously, the leader will have to know how to spell!)

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16. Lie on back on the floor. A coin is placed on the nose.
The challenge is to get the coin off by wiggling nose, but without moving the head.

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17. HEADS UP… 7- UP

  • All children playing sit at a table or desk with their heads down. They cover their eyes and stick up one thumb.
  • Seven children who have been chosen--- walk around the tables or desks.
  • Each of the “Seven” touches ONE child’s thumb. When a child’s thumb is touched, they put down their thumb.
  • When all the “Seven” have touched a thumb-- they go to the front of the room, and say in unison, "Heads Up-- Seven Up!"
  • The seven youth whose thumbs have been touched stand up.
  • They then have to guess who the one who touched their thumb was.
  • If they're right, they become one of the “NEW SEVEN”, replacing whoever had touched them.

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18. BALANCING ACT
Need a bean bag, pencil, eraser -- or similar object to place on head. Play music as each child walks around balancing the object on their head. If the object falls off the child is frozen until another comes and places the object back on the head. Everyone stops and resets their object when the music stops. Game starts over when the music again starts.

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19. CHEERLEADING
During program activity time-have groups put together cheers about SAC or school
. At ‘Gathering Time’ have groups perform them for each other.

Also use the same idea with kids putting together a short RAP. When it’s recognized that RAP stands for Rhythm and Poetry—it is much more accepted in some programs. An easy way to start is with nursery rhymes such as ‘Mary had a Little Lamb’.

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20. PUPPET SHOW
The puppets can be made at SAC or purchased. Children can put together a short puppet show and perform during the group “Gathering Time”.

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21. MAGIC
Need magic book, props and tricks…Simple magic tricks are always fun to do. Children love the mystery that revolves around magic. Teach some magic tricks as one of your activities. During ‘Gathering Time’, children can perform tricks for each other. The above Cheerleading, Puppets and Magic can also be performed at family events!

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22. HOPPING CHALLENGE
This can be played in a circle, a line, or as a "Bunny, Kangaroo or Froggie Says____" game.
Give children a variety of "hopping" commands such as:

  • Hop in one place.
  • Hop and turn in a circle at the same time.    
  • Hop on left/right foot.
  • Hop backwards, sideways; make a square or circle.
  • Hop over a line.
  • Hop with a partner.
  • Hop quietly to line up.

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23. What do you do with it? Or… Who uses it?
Have unusual tools, utensils, shoes, hats, uniforms, etc. Ask what or who uses each one? Youth can also bring items to attempt to ‘stump’ the group!

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24. BACK WRITING & DRAWING: One person sits with his back to another. The other person, using their fingers, "draws" a letter on the person's back. At the same time, that person draws on a piece of paper what they think is being drawn on their back.

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25. RAIN:  The group sits in a circle. The leader starts by rubbing their hands together. The person to the right does the same and so on--- until everyone is doing the action.
When all are rubbing their hands, the leader starts a new sound, finger snapping, then hand clapping, next slapping thighs, try foot stomping. To END the storm, reverse the actions. At the end, the group one by one stops rubbing hands and sits and waits for the action to be completed by the group.

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26. CARD NAME GAME: Write each child’s name on a playing card. While seated on the floor, distribute one card to each child –making sure no one has their own name. When their name is called they have to say something positive about the person on the card. This is a great way to help youth to respect and treat others well. Fun-and only takes about five minutes to play! 

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27. Choose a person to leave the room. The rest of the group stands in a circle. Choose a leader who begins and changes all movements. Everyone else should be aware of the leader but not look directly at him. Change movements when the leader does. Once everyone has the idea, call back the person who left the room. Ask him to stand in the middle and try to figure out who the leader is.

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28. A SOUND IDEA
Make a tape of sounds from the environment.  Example: crickets chirping, cell phones ringing, water running, a thunderstorm, and a kitty meowing. When the tape is played the students are asked to identify what the noise is. Keep a numbered list for your own reference so you don't forget what's on it. The younger children especially like this activity.

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29. BIRDS CAN FLY

  • Players are scattered randomly, and face the activity leader who calls out things
    TRUE ABOUT ANIMALS.
  • Example: Birds can fly. Rabbits can hop. Horses can trot.
  • Players follow these directions.
  • When the caller says something that isn’t true such as Cats can bark --- any student who does the action is out.
  • This continues until there is only one player left who becomes the new caller.

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30. GROUP BODY SPELLING
Players start in groups of five (number can vary depending on the size of the
group). Each group stands in a straight line beside one another. The leader
asks them to use their bodies (with each group member involved) to spell the
following words, one at a time, starting with a word with five letters, to a word with
one letter.

  • CANDY, FOUR, YOU, ME and I.
    Stress the use of creativity – for example “I” …everyone could point to their eye;
    For the word ‘You’ everyone in the group forms a large U.

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31. Sit in a circle. One person starts a sound—holding the sound as long as possible. The next person picks it up and it travels around the circle so it becomes A RIBBON OF SOUND. Each person should pick it up and pass it on as quickly as possible. Transform it into another sound-with the person next to the one who started the first sound. 

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32. RUMORS (Similar to telephone game)
Select Teams. The first person on each team goes out of the area and all team captains together make up a message. This same message will be used by all teams.
On the sign to start, the first captain of each team whispers the Rumor to the next person on their team. They will whisper the Rumor to the next - and so on. The last person to receive the Rumor will run to a black board, white board, or flip chart and write the message.
The team that is the closest to the correct Rumor wins.

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33. MY FAVORITE SPORT: Players stand in a circle. The leader starts by going into the middle of the circle and says, “My favorite sport is jogging” and jogs on the spot. Everyone jogs until another player goes into the middle and says their favorite sport and does the body action. This continues till all the players have had an opportunity to lead.

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34. THE SQUEEZE GAME
Equipment: Small random object such as keys, stone, etc.
Have TWO parallel, straight, equal lines of youth, and have them hold each others hand. Have someone at the front and back of the lines watching. Place a small item in the middle of the two front people, and place it just within their reach. The back person (who is watching) says a number to the last child of each line. That is the number of times each child should squeeze the hand of the person in front of them. So if the back person said ‘2’, to the back two people—each person’s hand down the row is squeezed ‘twice’. This becomes a chain reaction, until the front person’s hand is squeezed. Once they feel the squeeze, they reach for the object in front of them. The team to grab the object first wins!

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IDEAS FOR WAITING IN LINE

35. BACKWARDS NAMES...
Each person writes their name backwards on a file card. The cards are put in a pile in the center of the group. In turn, each person picks up a file card from the pile, and reads aloud what it says. The group must guess whose name is backwards. (Pre-make cards to use “whenever”.) Example: If the name is Mary--backwards it would be y-ram!

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36. LEARN TO SING THE ABC'S BACKWARDS!  Why? Just for the fun of it!
Have a poster of the alphabet and point to the letters starting with "Z" and go from there...
Z Y X W V U T S R Q P O N M L K J I H G F E D C B A

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37. CHOCOLATE FACE
Have the kids place a piece of chocolate candy in their mouth--- and see how long it takes to melt! No sucking and chewing it! The one to keep the chocolate in their mouth the longest is the winner.

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38. RYHME THAT WORD!
Think of words. Children take turns seeing how many “real” rhyming words they can think of. When one word is worn out, choose another word. Remind the kids to use “nice” words only!
…..Example" Rhyme words with “time”:
chime, climb, crime, dime, grime, I’m, lime, mime, prime rhyme, thyme, slime, bedtime, centime, daytime, enzyme, lifetime, mealtime, meantime, nighttime, pastime, ragtime, sometime, springtime, sublime, maritime, overtime, pantomime, paradigm

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39. SHOULDER CHALLENGE
A potato chip or cracker is placed on shoulder, while standing. The challenge is to remove the chip with tongue!

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40. 20 QUESTIONS  
One person picks something to be, such as a famous person or an animal, and then the rest of the children ask ‘yes or no questions’ until someone guesses who the person has chosen to be.

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41. Have students DO TWO THINGS AT ONCE. Examples:

  • Tap their heads and rub their stomachs
  • Clap their hands and stand on one foot
  • Snap their fingers and nod their heads
  • Do jumping jacks, etc.

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42. WRITING IN THE AIR: Have each child turn sideways with their right hand on their right shoulder. (If left-handed-do it on the left) Ask them to WRITE WORDS OR NUMBERS IN THE AIR using their right elbow. You could say, “Write (or print) your name,” “Write the name of your favorite food,” “Write your address,” etc. Then have them turn and put their left elbow on their left shoulder and continue the activity. Ask the students for ideas of what to write or have different students lead the activity.

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43. GROUP STORY: You can do this on paper, or use a recorder to tell the story aloud. Have each person sit in a line or circle and take turns telling a small part of a made-up story. The first person in line starts the story and stops after a specific period of time. The next person in line picks up where the first left off, continuing the story. You can write it down and then read it aloud, or record it with a tape player or digital recorder and listen to it when you're finished. It's sure to get a few laughs!

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44. Version #2—CONTINUEING STORY
Get children in line and begin telling a silly story. Then go down the line and point to people randomly. They continue from where the last person left off-making it up as they go along. If children are younger you can give them a little time to think about it. Move to the next child if they hesitate too long or repeat what the last person says. (With elimination-always be sure to do so in light and fun manner!)

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46. DON’T FORGET ABOUT MAD LIBS. They’re great to do with the kids as a group! Just shout out to them, “Give me a noun---or adjective, etc.” When complete, read the Mad Lib story aloud with much enthusiasm. The children love it! Tip: You can post a chart that has definitions and examples of the various parts of speech.

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47. I’M GOING ON A PICNIC: The leader Ben starts by saying, "I'm going on a picnic and I'm bringing a blanket." Each person in turn responds with an appropriate picnic item. "I'm going on a picnic and I'm bringing _____." Leader confirms by saying "Yes, you can bring ____" or "No, you can't bring that" or something similar. The Trick: The first letter of the item they bring must match the first letter of their first name. So Sam can also bring sardines or salad. Cara can bring cookies or cake. Note: This is one of the easier trick games to figure out, so be sure to remind players not to tell the secret. Don't give hints. Kids love figuring this stuff out on their own.

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48. While in line, DRAW A PICTURE on your partner’s back; have him/her guess what it is. Switch guessing drawing places.

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49. ROCK PAPER SCISSORS…

"Rock" is a fist..."Paper" is a flat hand...and "Scissors" are the pointer and middle fingers making snipping motions. Partners shake their fists three times---and then show their chosen motion on the count of three. Winning hands are decided as follows: Rock breaks/dulls scissors... Scissors cuts paper... Paper covers rock. Play three or 5 times...and see who has the most wins. This is also a good method to see who goes “first" in games or gym.

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50. I CAN’T STAND _____! (For Older Youth)  Have each player in turn describe a food that they cannot stand to eat. Encourage as much detail as possible so that the other group members are disgusted by the food, too

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51. Play the TELEPHONE/GOSSIP GAME (whisper something in a child’s ear and it goes down the line. The last person announces the message.

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52. Have “WACKY WEDNESDAYS”… Tell jokes, riddles, knock-knocks, brain-teasers, word doodles, Who Can? and tongue twisters.  Share the fun with your SAC kids! Put this into your planning… Keep a supply that is ready to go on a clip-board or in the back of your Parents Info box! Use them waiting in line, with a few ‘bored kids” or while waiting for parents at the end of the day! (FYI: Telling jokes is good for kids! It increases their confidence, helps them to remember a story in order, relate it to others, and stimulates their thinking!)

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53. I SPY: One person says “I spy with my little eye, something that is _______ (name a color)". Then others try to guess what the object is and the one who guesses it takes the next turn. With older kids instead of this I Spy – Play I’M THINKING OF: The leader looks about the area and says, “I’m thinking of something that is the color_________. Say what the color it is. Children guess what they think it may be. Winner is the next leader.

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54. GUESS WHO: The object is to figure out who the person the leader is thinking of. The group asks yes and no questions. Questions are those such as the board game, Guess Who? Is the person a boy? Does he have brown hair? Etc. Winner is next leader.

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55. TAKE THE CHALLENGE:  Post a question of the day, brainteaser, riddle, or word-doodle on a portable chart holder or white board near the door. When youth line up, have them focus on the challenge…  Who can solve it? Also near the line up area put up a Graffiti Wall or Question Wall. The kids can write on it as they wait.

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56. When you have some down time-waiting or standing in line…

  • Start off with what makes you happy ---and then take turns calling out things such as: Sunny days make me happy; Sunshine makes me happy; Warm cookies make me happy; Saturday mornings make me happy; Friday nights makes me happy….. Going to the movies makes me happy…..Pizza…..Going on vacation…..Blue skies…..Summer time, etc.
  • When done in a light-hearted manner, the children will join in and share! You’ll be amazed how the atmosphere can change—as well as realizing it doesn’t have to be a trip to Disney World to do it!
    • I actually did this with my three grandsons (ages 4, 6, 9) while waiting for their Dad in the car not too long ago! Within a few seconds, the atmosphere in the car really lightened up and they were each sharing! Barb

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57. READ MY MIND: STAFF MAGIC
This game will have the kids wondering how the two "mind readers" can read each others minds! You introduce the game as, "Mrs. Smith can read my mind...Would you like to see her do it?"

  • The leader needs a helper who understands how the trick works.
  • The helper leaves the room. While the helper is out of the room, the group decides on an object.
  • The helper then comes back to the group; her/his task is to guess what the object is.
  • The leader asks the helper questions like, "Is it the table?" or "Is it the bench".
  • The helper replies "No".
  • The trick is that the object will be THE FIRST ONE AFTER A BLACK OBJECT.

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58. GUESS THE NUMBER GAME: The leader picks a number within a range and youth try to guess the number. Example: Leader says, “I’m thinking of a number between one and 50”. Leader can say “higher” or “lower” as the children guess. Correct number guess is the next leader.

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59. TRANSTION FUN: WHO CAN? See how many in the group can…

  • Roll their tongue (85% of people can). 
  • Wiggle their ears; wiggle their nose.
  • Show they are double jointed.
  • Touch their ear with their elbow (I don’t think anyone can!).
  • Whistle (can they whistle by blowing both in and out?).
  • Twiddle thumbs (try to do it in both directions at same time!).
  • Rub their stomach and pat head at same time.
  • Make owl hoots with clasped hands.
  • Make a “popping sound with hand tapping their puckered large “O” shaped mouth.
    • Invite children to create their own versions of the transition activities!

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Tip: If a child is starting to become a challenge, put him/her in charge of a game or go first. It often will change the behavior.

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60. GUESS MY RULE: Use this deductive reasoning game when kids are waiting. The object is for students to figure out the rule you are using to sort them into groups. Example: Call out a number of kids all wearing “blue”. When the youth guess they are all wearing blue---call out another similarity—such as all in 5th grade or all having brown hair, etc.

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61. LINE UP

  • By Color: Line up if you’re wearing the color red; line up if you’re wearing blue, etc.
  • By anything: Line up if you have a tooth missing; line up if you have brown hair, etc.
  • By birthday month: Line up if you were born in August; line up if you were born in September, etc.

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62. SELF LINE-UP
Group is asked to line up based on individual factors. Examples:

  • Children line up by their birthday month. They can line up as born from January to December.
  • Have children line up based on height-from shortest to tallest or tallest to shortest.
  • They can line up by hair color: Lightest to darkest or darkest to lightest. Etc.

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63. FOLLOW THE LEADER
While waiting for the group to line up, an adult can lead the children along the room in a game of Follow the Leader. While “Leading” all children join the line and proceed to the line-up point.

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64. Randomly CHOOSE NAMES FROM A BASKET to send a few students at a time to line up. Reverse  the order the next time so that students who were called on last will be called on first the next day.

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65. Pre-K-K: Spell students' names aloud and allow them to line up when they recognize their name.

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66. NUMBERS CALL: Have the group line up and count off—remembering “their” number. The leaders begins by calling a number—such as “two”. Person “2” then calls out a different number, and that person must respond. If someone makes a mistake such as calling out a number that is higher than the number in the group—calls out their own number---or delays, they must move to the end of the line. The goal is to be at the head of the line. Nobody is ever out and there is always the chance of moving up!

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67. A version of “I SPY”--- which is #2 --and also” Hopping Challenge” which is #22---are unique ways to line up!

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68. BODY MIX-UP

  • Stand in front of the first person in line; touch your nose and say, "This is my mouth."
  • How quickly can the person touch his or her mouth and respond, "This is my nose?"
  • That person turns to the next person and says, touching his ear, "This is my chin." And so on...

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69. WHAT AM I COUNTING?
Have one person start counting aloud an object in everyone's view: Windows, white shirts, tables, etc. Can your group guess what the person is counting? As a variation, name an object and challenge the group to count as many as they can find in one minute.

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70. CATEGORIES
Choose a category such as animals, vehicles, countries or food. Each person is to name something that belongs to that group. Challenge group to work in A to Z order: ant, bee, cow. Or, you can name items like hammer, saw, level and the child responds with "tools." One more option is to have each word begin with the last letter of the previous word: Japan, Netherlands, Somalia, etc.

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71. PASS IT ON
Stand up in a line or circle. Have each person trace a simple shape O, X, 1 – on the back of the person standing in front of them. Can each person guess what was drawn?

Also you can draw your own version of a funny face. The person being drawn on- visually imitates the expression drawn on his or her back---and draws a silly face on the next person. How accurate are the faces to those drawn on the back?

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72. GROUP ART

  • Give everyone a pencil and paper and describe an object for them to draw.
  • "Draw a square. Now draw an oval in the upper right-hand corner of your paper…"  Keep adding objects.
  • When complete-compare their pictures to yours and see how accurate they were.
    • A variation on this is playing connect-the-dots on white board/chalkboard. The first person draws two dots and a line connecting them. Each person adds a dot and draws a line from one of the previous dots to his dot to make a design.
    • This activity can also be done by passing a piece of paper and a pencil down the line. Each person adds to the group picture.

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73. BIRD, BEAST, OR FISH

You have to think fast for this game.
1. Everyone sits facing the leader.
2. The leader points to one of the players and says either "BIRD," "BEAST," or "FISH."
3. The chosen player must come up with the name of an animal that fits the category before the leader counts to ten.
4.  No repeating!
5. If the player does not respond in time, he/she is out.
6. The game continues until only one player remains.

After a few rounds it can be hard to think of an animal that has not already been mentioned!

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74. Have a ______(Blank) of the Day--Each Day!

It's fun to have a daily program or classroom feature where there is a "_______ (blank) of the Day! "
This could be a doodle, riddle, trick question, joke, definition of a word or quote.

Brains crave variety and incorporating activities such as this, will certainly go towards some cognitive variety!

Each month or week, change out "What the _____of the Day" will be!  As written above, it could be the puzzle, a word definition, riddle, trick question, or quote. Great for all school ages to high school! Just put the _______on a black board or white board near the room entrance. By the end of the day---discuss guesses and answers.

    ....if you're taking the time to look at the sample board to the left--the answers are: Period in History, Reading between the lines, Long underwear, Eggs over easy, I understand, Down town, Paradise or Pair of dice! Laughing. It's fun to see how many more ideas of your own that you and the kids can come  up with! Board by bshelby

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    75. GUESS THE PERSON, ANIMAL OR THING! (This could be  a version of "Have a  ______ of the Day!"

    1. Using a picture of an animal, children's character or personality, cover the entire picture with puzzle pieces to hide identifying features.
     
    2. Take one piece off at a time; children guess who/what is underneath.

    3. This can be done as a group game, individual or team play. It could also be set up in a special daily spot--with guesses being made as removed pieces reveal who/what it is!

    4. Depending on how you play this-points can be added or subtracted. The most points of course going to the individual or team who correctly guesses with the least amount of puzzle pieces removed!

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    76. WANT TO QUIET THE KIDS DOWN?! PLAY 'GHOSTS IN THE GRAVEYARD'...
    This is a good game for unwinding and quieting down the group. 

1. Players lay on the floor in any position they choose.
2. Make sure each player has enough space as NOT to touch each other.
3.When kids are ready- count to three to signal that the game has begun. At "3"  children must remain quiet and not move!
4. If the chosen "crypt-keeper" catches any movement, the child moving becomes the next "crypt-keeper". (you may need to explain what a "cypt" is)

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    77. TAKE A DRAWING BREAK!
    Have 5-10 minutes to kill?
    Have Kids...

    Draw their shoe. Draw their lunch. Draw their teacher. Draw a friend. Draw their hand holding something. Draw a small object big. Draw a car. Draw a dream. Draw a nightmare. Draw a leaf. Draw themself...

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Jump Rope Rhymes and Games

March 23, 2009 02:30 by Barbara Shelby

Jumping rope is still a favorite on most playgrounds. Whether alone or in a group, jumping rope challenges both coordination and stamina. It's also a unique part of our cultural heritage. Historically it was first a game primarily for boys. Males usually did not use rhymes. Instead they spent their time on trick jumps: crossovers, double jumping, and peppers.

Migration of Americans from farms to towns and cities led to girls taking over this unique pastime of jump roping. One theory for this is that girls now had more time to play than they had back on the farm, and more friends to play with. On smooth city streets they put together dozens of games and hundreds of rhymes that make up modern jump rope lore.

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JUMP ROPE RHYMES

A SAILOR WENT TO SEA, sea, sea.
To see what he could see, see, see.
But all that he could see, see, see.
Was the bottom of the deep blue sea, sea, sea.

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COCA-COLA went to town
Pepsi cola shot him down
Dr. Pepper fixed him up and
changed him into Bubble up!

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DOWN BY THE RIVER, down by the sea,
Johnny broke a bottle and blamed it on me.
I told ma, ma told pa,
Johnny got a spanking so ha ha ha.
How many spankings did Johnny get?
1, 2, 3.... (Keep counting until the jumper messes up).

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ICE CREAM SODA, cherry on the top,
who's your boyfriend/girlfriend I forgot?
A,B,C,D,E,F,G,H (and so on until the person stops jumping) You take the letter he/she lands on and think of a name of someone you know that begins with the letter.

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TEDDY BEAR, Teddy Bear, turn around, Teddy Bear, Teddy Bear, touch the ground-- Teddy Bear, Teddy Bear, show your shoe-Teddy Bear, Teddy Bear, that will do!--Teddy Bear, Teddy Bear, go upstairs--Teddy Bear, Teddy Bear, say your prayers--Teddy Bear, Teddy Bear, turn out the lights-Teddy Bear, Teddy Bear, say good-night!
The children jump rope while they sing this rhyme, they act out the actions as the words come up in the rhyme. An example: when they say go upstairs, the child pretends to climb the stairs.

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CINDERELLA (#1)

Cinderella went upstairs to kiss a 'fella --made a mistake and kissed a snake--how many doctors did it take? (count until someone messes up)

CINDERELLA (#2)
Cinderella, dressed in yella
went downtown to meet a fella
on the way her girdle busted,
How many people were disgusted?
10, 20, 30, 40, 50...
Until someone misses.

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#1 I Like Coffee--With a partner...

I LIKE COFFEE, I like tea, I like (name of next person in line) to jump in with me." Then the two jump together, the second person saying the rhyme. When the rhyme is done, the first person runs out, and the new person comes in and jumps with the second person. OR...


# 2 I Like Coffee--Jump Alone...
I LIKE COFFEE, I like tea--I like the boys--And the boys like me--
Yes—No-- Maybe so—Yes—No-- Maybe so …etc.. (the answer is revealed when the child misses. )

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I HAD A LITTLE PUPPY
His name was Tiny Tim
I put him in the bathtub, to see if he could swim
He drank all the water, he ate a bar of soap
The next thing you know he had a bubble in his throat.
In came the doctor, (person jumps in)
In came the nurse,( person jumps in)
In came the lady with the alligator purse (person jumps in)
Out went the doctor (person jumps out)
Out went the nurse (person jumps out)
Out went the lady with the alligator purse (person jumps out)
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PEEL A BANANA:
Verse: The two holding the rope chant:

"Peel a banana upside down; see if you can touch the ground.” (the jumper tries to touch the ground without being tripped by the rope),” If you spell your name correct, you will get another chance . . ." The jumper then spells her name, including saying "capital" for uppercase letters of her name. If the jumper trips or messes up the spelling, it's another jumper's turn.

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STRAWBERRY SHORTCAKE--Huckleberry pie--who's gonna be your lucky guy?
a, b, c, d, e, f, g etc.. Until the jumper misses.

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DOWN IN THE VALLEY where the green grass grows,
There sat (jumper) pretty as a rose.
Up came (a boy in the class, particularly one the jumper likes) and kissed her on the cheek,
How many kisses did she get this week? Count until jumper misses.

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MISS MARY MACK, Mack, Mack
All dressed in black, black, black
With silver buttons, buttons, buttons
All down her back, back, back
She asked her mother, mother, mother
For fifty cents, cents, cents
To see the elephant, elephant, elephant
Jump the fence, fence, fence.
They jumped so high, high, high
They touched the sky, sky, sky
And didn't come back, back, back
Till the fourth of July, July, July

Or, add to the end the following lines:
He jumped so high, high, high
He touched the sky, sky, sky
And he never came back, back, back
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A HORSE, A FLEA AND THREE BLIND MICE
sat on a curbstone shooting dice.
The horse, he slipped and fell on the flea.
The flea said "Whoops, there's a horse on me."
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RED HOT PEPPER
in the pot.
Gotta get over
what the leaders got. 10. 20. 30. 40 ..... ( Speed rope up until jumper misses)

Keep track of who has what score- then see who has the highest count.
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SCHOOL

Participants jump in the rope one at a time. They jump the number of times depending on what grade they are in. All participants start at Kindergarten followed by grades 1, 2, 3 ...

For Kindergarten they run through the rope without jumping, first grade they jump once, and so on... If they miss as they are jumping, they have to start over at Kindergarten.
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GRADE SCHOOLDecide how many will jump in! Participants jump in one at a time until everyone is in the rope.

First grade babies,
Second grade tots,
Third grade angels,
Fourth grade snots,
Fifth grade peaches,
Sixth grade plums,
All the rest are dirty bums!
Optional:  Do hot pepper (the rope turners turn the rope as fast as they can)

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ALL TOGETHER--

As they enter the rope, repeat
"ALL, ALL , ALL ..." until the last person is in the rope.
Say the chant and then the participants will exit on their birthday month.
“ALL, ALL, ALL, ALL ...”
“All in together, any kind of weather
I see a teacher looking out the window
Ding, dong a fire bell
January, February, March ...”

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SPANISH DANCER, turn around, (jumper turns around )
Spanish dancer, touch the ground. (jumper touches the ground)

Spanish dancer, do a high kick, (jumper does a high kick)
Spanish dancer, get out of town quick! (jumper exits and the next jumper begins )
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DUTCH GIRL
(Act out the different things as you're jumping rope)

I'm a little Dutch girl dressed in blue,
Here are the things I like to do:

Salute to the captain (salute)
Bow to the queen  (bow)
Turn my back on the submarine (turn around and face the other direction)
I can do the tap dance (dance)
I can do the splits (jump up high with legs apart)
I can do the hokey pokey (turn yourself around)
Just like this!

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JUMP ROPE ACTIVITIES/GAMES

YOUNG CHILDREN can also enjoy jump rope games.
Starting at age 4, children can begin to learn. Start by having them jump over a stationary rope on the ground--- or an adult or another child can wiggle the rope and they can hop over the wiggling snake!

 Move on to swinging the rope back and forth slowly while they learn to jump over it; then once they get the hang of things, move on to swinging it overhead. If you don't have another adult or older child to help you swing the rope, you can hold one end of the rope and tie the other to a fence, chair, or play-scape.

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Idea: Consider having a JUMP-ROPE MARATHON (DAY OR WEEK...)
Keep track of numbers of jumps reached---and the kids try to beat their OWN highest number by the end of the day or week...

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JUMP ROPE WATER SPLASH!
Will Use: Jump ropes, plastic cups, and water

  • Give each child a plastic or paper cup full of water.
  • While two players twirl a large jump rope, jumpers one by one are to attempt three consecutive jumps.
  • They are to do this while holding onto their cup of water and trying to do let any water spill. The child that has the most water left is the winner.
  • You can keep playing until only one person has water left in their cup. (When you play games like this-make sure kids have their bathing suits on--let parents know that it will be "Water-Play Day!)
    From: funattic.com

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Idea: INTRODUCE DOUBLE DUTCH TO YOUR GROUP! START A CLUB OR TEAM!
GRADES 4th-6th AND HIGHER!

 

  • Children in this grade level will begin to enjoy jumping double Dutch. Double Dutch uses two people holding each side of the rope, but the trick is they use two ropes instead of one.
  • Those who are swinging the rope would swing the rope in their left hand to the left and the rope in his right hand to the right. The on looking children then jump the double ropes.
  • As participants become more skilled, the person jumping usually does tricks that may involve gymnastics or break dancing and can also incorporate fancy foot movements.

Young people do this for fitness and it is competed at world level. Double Dutch competitions are categorized as compulsory, free style and speed rope.


Check out you tube! There is no way any kids will think that jumping rope is for younger children once they realize the skill and sportmanship needed! Click on other group videos while there!

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DO YOU HAVE A PARACHUTE? This isn't jumping rope-but something you can do with jump ropes!

SNAKES (OR WORMS) on a parachute...
Place four to six skipping ropes on the chute. By shaking the chute, the children try to shake them off.

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