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Mill Street School

Mustang Stampede 2010

ACTIVITY DESCRIPTIONS
KINDERGARTEN/1ST GRADE: ACTIVITIES 1 - 5 GRADES 2 - 5: ACTIVITIES 6, 7, 8, 9A, 9B, 10

ACTIVITY #1 Bouncy Houses Location: Equipment: Organization: Activities: Refer to map at sign in. 2 inflatable bouncy houses Divide class into 2 groups. Half go into each moon jump, then switch. Halfway through the rotation period, have groups switch. RAINY-DAY ACTIVITY #1 Bouncy Houses Location: Relocated units into the MPR

ACTIVITY #2 Nutty Noodle Tag Location: Equipment: Organization: Activity: Refer to map at sign in. 2 swim noodles (each cut in half), 1 hula hoops, approximately 30 poly spots Each class will play its own game. See attached diagram for game set up. Select one student to be it. He goes to the hula hoop and grabs the noodle. He walks around the inside of the big circle deciding whom to tag with the noodle. After he tags (only tag below the waist) someone with the noodle, he runs back to the hula hoop, drops the noodle inside the hula hoop and then tries to run back to empty poly spot of the person he just tag. After the person is tagged by the noodle, he runs to the noodle (which has been put back in the hula hoop). He now picks up the noodle and tries to tag the person who was old it with the noodle before old it makes it back to the poly spot. Any person standing with one foot on a poly spot is safe. The playing field is the area inside the poly spots. The noodle must be place in the hula hoop not thrown into the hula hoop so that at least half of the noodle is in the hula hoop. If the person does not tag the old it before the old it reaches the poly spot, that person is now it. If the person tags it then that person runs back to the hula hoop, places the noodle in the hula hoop and tries to run back to the poly spot with out being tagged by the noodle. In other words, those two people keep trying to tag each other with the noodle until one of them reaches the poly spot without being tagged. Then the game continues on with the new it going around the circle deciding who to tag with the noodle. Variations: (every few minutes add a new variation to the game.) First tell the players that when a poly spot is open, the person next to it can step over to it to block someone coming back to it. Add another noodle and add another person to be it. Next, players opposite each other can switch poly spots. This gets more players running around. Remind them that they can be tagged anytime they are off of a poly spot and therefore becoming the new it. Have all the girls play together and the boys play together.

RAINY-DAY ACTIVITY #2 House of Cards Location: Equipment: Organization: Activities: AM Room 402 (1S) PM Room 403 (1H) 14 decks of card, (6-7 decks of cards per classroom) plus several decks in which students can bend the cards, poker chips, Ziploc bags for each set of cards. Each class goes into a classroom. Divide into teams of 4, each team has a deck of cards, a stack of cards that they can bend, and a hand full of poker chips. Build structures out of cards. Have contests for whose structure is the highest, stays up the longest, uses the most cards, most unusual design, can it hold a poker chip? Then how many poker chips can it hold? Now have each team use the cards that they can bend. Build a card structure using the bent cards as well as flat cards. Can they build a higher structure? Can it hold more poker chips than their previous structure that did not contain bent cards?

ACTIVITY #3 Relay Races Location: Equipment: Organization: Activities:


Refer to map at sign in. 4 6 each of relay equipment 4-10 playground balls, 4-cups, 4-buckets, 4sponges, 4-bottles, 120-straws, 8- milk cap rings, 36- pennies, whistle. Relay teams of 4 6 per team. Start/finish lines approx. 25 yards apart. Exchanges take place behind lines. Relays

Ball Hop With ball between knees, children hop or waddle. Bottle Fill Buckets, sponges, and water at the start line. Marked bottles at finish line. Kids take turns trying to fill bottle with soaked sponge. First team to fill bottle to mark wins. 6 cent relay Each player gets a cup. Six pennies are poured from cup to cup. Straw Pass Players use straws in their mouths to pass milk cap rings to teammates. Cant Do the Same Thing Twice - Each team member must hop, run backwards, crab craw, frog hop, and skip etc. down to come and back. But the next team member must do something different. Team members can discuss among themselves as to what each team member will do. RAINY-DAY ACTIVITY #3 Indoor Relay Races Location: Equipment: Organization: Room 702 (KGN) 6 Hula Hoops, 42 Bean Bags, 30 Paper Towel Tubes, 6 sm. Blue Baskets Relay teams of 4 6 per team. Modify start/finish lines. Exchanges take place behind lines.

Activities: Relays 6 cent relay - Each player gets a cup. Six pennies are poured from cup to cup Straw pass - Players use straws in their mouths to pass milk cap rings to teammates. Ball Hop Each child puts ball between knees, hops around team, then passes to next child. Team sits when done. Cant Do The Same Thing Twice - Each team member must hop, run backwards, crab craw, frog hop, and skip etc. down to cone and back. But the next team member must do something different. Team members can discuss among themselves as to what each team member will do.

ACTIVITY #4 Playground Time Location: Equipment: Organization: Activities: Playground area Sidewalk chalk Divide the class into 3 groups. One group plays on the swings, one group plays on the rest of the equipment, and one group plays in the sand area and with sidewalk chalk on the sidewalk, and with the jump ropes, hula hoops, and rubber balls. RAINY-DAY ACTIVITY #4 Location: Equipment: Room 703 (KGS) 26 Beanie Babies, 2 stick ponies

Frozen Bean Bag All children have bean bag balanced on their heads and move about designated area at their own pace. Leader can ask them to go backwards, hold someones hand, turn around, touch the ground, etc. If a beanbag falls off, the child is frozen. Another child must pick up the bean bag and place it back on the frozen childs head to free them, while keeping his own bean bag balanced on his own head. Pony Express Divide class into 2 equal teams (if not equal, pick that will have to go twice). Each team gets into a big circle and sits down. Choose a student to start and give them the pony. On Go the rider gets up, gallops around the outside of the circle, goes back to his spot and hands the pony to the person next to him and then sits down. The two circles are racing each other to see who can finish first.

Indoor Obstacle Course - if space allows only use Beanie Babies and beach balls

ACTIVITY #5 Pirates Treasure Location: Equipment: Refer to map at sign in. 8 cones (4 in a square in a corner of each teams side that make up the jail), 4 large cones (to hold the flags), 8 poly spots (safe spot, cant be tagged while on the spot, 2-3 people can be on a spot at a time), 2 yellow flags, 2 green flags, 2 set of colored jerseys to show teams (or just one set 30). 2 teams (class against class, boys sit out, girls vs. girls, then switch). The game is set up the same way as regular capture the flag except now there are 2 flags on each side. In order to win the game, the team must have all 4 flags (Theirs and opponents). The team that steals both flags from opponents and has their own 2 flags will win the game. Teams start out by picking 2 guards, one guard to guard each flag. Guards are not allowed to touch the cone or the flag while protecting the flag but they can tag the other players. Teams start out on their own side. Players are safe when they on their side. Players cross over the line onto the others team side and try to grad the flags without betting tagged. When a flag is stolen, the flag is placed in a cone on that teams side. If a team has more than one flag, there must be a flag in the front cone and a flag in the back cone. More than one flag means all cones on your side must be used. There should be a guard for each cone. When you cross over the middle line onto the other teams side, you may be tagged. If tagged, you go directly to jail. Ways to get out of jail: 1) parent calls jailbreak and anyone in jail goes free and back to their side without being tagged. 2) If someone on your team comes over and rescues you from jail without being tagged, both players get a free wall back as long as they are in contact with each other (holding hands, holding shirts). Safe spots 4 per side, with a maximum of 3 people on a spot without being tagged.

Organization: Activity:

RAINY-DAY ACTIVITY #5 Dancing and Limbo Location: Conference Room 201

Equipment: 1 CD player Music 2 Limbo sticks (long dowel rod/PVC pipe/broom handle/etc) Organization: Activity: Dancing: Play the Cha-Cha Slide, Twist, Macarena, etc and let kids dance. Until their hearts are content! Also, ask kids to show off their best dance moves (some can do REAL swing dancing, the worm, and others) Let them shine! Have 2 kids hold each of the limbo sticks while everyone else limbos. Slowly lower the sticks for each round. You can play the Limbo song or anything with a good beat. Move tables, if necessary to create a dance area and limbo line

Limbo:

ACTIVITY #6 Snowball Location: Equipment: Organization: Activity: Refer to map at sign in. 72 yarn balls and a whistle, 4 large cones, 4 mats, big boxes, garbage cans (anything to hide behind) and one Snowball Queen crown. 3 equal teams, 1 team on each side of the side lines and 1 team at the baseline Team 1 will line up on the baseline. Team 2 and 3 will line up on the two sidelines (see diagram). Members of Teams 2 and 3 will each start out with 2 yarn balls to throw. The throwing teams also must stay within the area marked by the cones and behind the line. Team 1 will be the runners. Team 1 will try to run across the ice field trying to make it to the other side without getting hit by a snowball. If a team 1 person gets hit, they must lie down on the ground and they are out. As the runners try to run across they can hide behind something to avoid being hit. (Mr. Quaid plays they are out no matter how or where the ball hits the person. If the ball hits them under any circumstance, they are out.)

If a member of Team 1 makes it across, they must stay on the other side until the referee says Team 1 come back. If they make it back across the baseline they score one point for their team. Then teams rotate (see rotation diagram) and team 2 goes to the baseline for the next game, and the other two teams members pick up two snowballs to throw. You can play mystery person snowball also. The referee will pick someone from the runner team to be the mystery person. The teams throwing dont know who it is. If that person makes it back to baseline, their team gets 25 points.

RAINY-DAY ACTIVITY #6 Leg Relay & Line Soccer Location: Equipment: Organization: Activities: Leg Relay: AM Rooms A101 (3K) and A102 (3Fe) PM Rooms 106 (4D) and 605 (5G) 4 basketballs or soccer balls total (2 for each classroom) Move desks and chairs out of the way Divide class into 2 teams. Each team forms a line and sits on the floor. The first person in each team places a ball between their ankles. On go they pass to the next person in line and that person tries to grab the ball with only their legs and passes it on down the line. If the ball is dropped it goes back to the beginning. This can also be done sitting in chairs. Divide class into two teams. Teams line up and face each other about 6-8 feet apart. Team members spread their legs apart and each foot is touching the foot of the player next to them. A soccer ball is given to one player to start the game. The object is to strike the ball with open hands and roll it between the legs of the opposing team. A point is scored every time the ball travels between the legs of the opposing team. To make the game harder and faster, have several soccer balls going at the same time.

Line Soccer:

ACTIVITY #7 Team Handball Location: Equipment: Organization: Refer to map at sign in. Soccer Net and Basketball Divide teams into three equals squads. Rotate when someone scores a goal. Activity: Students are divided into three equal teams on a basketball court playing area. Start the game with a jump ball. Once someone gains control of the ball that person can run or pass the ball, if they run, they dont have to stop until someone tags them. Once tagged, they pass or shoot for a goal. Goal = making a basket or throwing the ball into the soccer/hockey goal. Balls cannot be thrown from anyones hands. Defenders must stand one arms length away.

RAINY-DAY ACTIVITY #7 Heads Up Seven Up & Desk ball Location: Equipment: AM Rooms 303(3M) and 304 (3C) PM Rooms 103(4Q) and 104 (4R) 4 Nerf balls (2 for each classroom for Desk ball)

Organization / Activity: Heads up Seven up: Seven students go up to the front of the room. Everyone else in a desk and they put their heads down and thumbs up. Those seven people each push down the thumb of one person. Then they go back up front and yell Heads up Seven Up. Each student gets one chance to guess which one of the seven push their thumb down. If they guess right they go up front. Mystery Person Heads Up Seven Up: Everyone puts their heads down on the desk and thumbs up. Then the adult quietly picks one person. To be it. That person goes around and pushes down the thumbs of six people and those six people quietly go up to the front when their thumb is pushed down. When all seven are at the front of the room, they yell Heads up Seven Up. Everyone raises their heads and get to guess which one of the seven is it. Desk Ball: One class per classroom. Move desks apart to form two groups of desks. Divide class into two teams. Each player sits in a desk. Each team has a soft, indoor ball. Team members must throw (cannot hand to a player) ball back and forth to each member. If team member drops the ball, their team receives a point. Team with the lowest score wins. **Most classes know how to play desk ball.

ACITIVITY #8 Blue Challenge

Location: Equipment: Organization: Activities:

Refer to map at sign in. 1 inflatable Blue challenge Students line up and go through Blue Challenge one at a time. Students take turns going through Obstacle Course.

RAINY-DAY ACTIVITY #8 Team List game; Whats in a Name Game, Find the Leader game Location: Equipment: AM Rooms 204 (2P) and 205 (2O) PM Rooms 501 (5Q) and 504 (5S) Lots of Paper, 20 pencils, 12 sets of Name Game, Word Searches

Organization / Activity: Team List: Each class goes into a classroom. Students are then divided into teams of 4-6. One team member is designated as the writer. An adult calls out a category. The team then brainstorms a list of words fitting into that category. They have 2-3 minutes, depending on category. Longest list wins. Examples of categories are: Names that begin with the letter B States in the US Things you might find at a park Names of Mill St. teachers Television shows Or you can do anything you want to Vegetables Animals Things that come in pairs Things in the ocean Words that rhyme with KITE

Whats in a Name Game: (see attached) Pass pencil, paper, and packet out to each team and see which team can answer the most. Do not write in packets. Collect packets and pencils to use with the next group. Word Search: Pencils and copies of word search located in rainy day bag. Find the Leader: One player goes out of the room. While he is out, the others sit in a big circle and choose a leader. The leader starts any simple movement, such as patting his stomach, opening and shutting his mouth, snapping fingers. The others in the circle copy his movements, changing when he does. The player who has been outside now comes in and stands in the middle of the circle and tries to find out which person is the leader. Hint to the leader: he should not change his movement while the person in the middle is looking at him.

ACTIVITY #9A Relay Races Location: Equipment: Organization: Refer to map at sign in. 8 burlap sacks (plus extras), 42 beanbags, 8 soccer balls, 8 cones, 16 hula hoops Divide into teams of 6 - 8, 3 or 4 team members behind start line and 3-4 team members behind line at other end. If uneven teams, someone will have to go twice. Start and finish lines will be marked. Using burlap potato sacks First team member gets in sack, hops down to other team member, gets out, gives to team member who hops back, etc. First team member places bean bag on head, walks down to team member, gives bean bag to team member who walks back, etc. All team members line up behind start line. See attached instructions. Each team has two hula hoops. The team puts one hoop down in front of them. They all jump inside. Them they throw the 2nd hoop ahead of them and all jump into that one. Then they grab the one behind them and place that in front. They race down to their other team members and hand off the hula hoops to them. First team back wins. First 2 members of a team each put one leg in the sack and race down to cone, go around it and race back. Hand over the sack and next 2 team member do the same thing and race back. When all team members have gone, the first team back wins. If there are an odd number of team members, someone will have to go twice. Using soccer balls, team member dribbles ball down and around cone and back to next team member and they dribble, etc.

Activities: Sack Race:

Balance the Bean Bag: Farmer and the Crow: Island Hopping:

3-Legged Sack Race:

Ball Dribble:

Cant do the Same Thing Twice: Each team member must either: hop, run backwards, crab crawl, frog hop, skip etc. down to the cone and back. The next team member must do something different. Team members can discuss among themselves as to what each team member will do.

ACTIVITY #9B Tug of War Location: Equipment: Organization: Activity: Refer to map at sign in. 1 tug of war ropes, flags, 6 cones, markers (scarves), etc. One class plays Tug- of-War while the other class plays Rock, Paper, Scissors Tag, then halfway through they switch. Tug of War *Please do not play boys against the girls and keep mixing up the teams so that one team is not continually losing.

RAINY-DAY ACTIVITY #9A/B Cup Towers Location: Equipment: Organization: AM Rooms 202 (2B) and 203 (2W) PM Rooms 502 (5D) and 503 (5W) 3000 paper cups Upbeat kid music/Boom box Divide into classes then into teams of 4 6 players. Each team needs an approximate 6 x 6 space on floor. Have cups in stacks of 50. Each team begins with 100 cups. A runner is designated to supply his team with more cups from cup supply when needed. When music starts, teams begin to construct a tower out of cups. After approx. 3 minutes, music stops and all sit down. Tallest tower wins.

Activity:

Clean up first team to re-stack cups wins. Variations: Build freely with the cups. Each team then describes what theyve built. Cup charades. Each team given a thing to build. Other teams guess what it is. (Man, rocket, flower, spider, etc.) Tallest tower with a given # of base cups (8 cups only on bottom). Tallest pyramid.

ACTIVITY #10 Game with No Name Location: Equipment: Organization: Refer to map at sign in. 6 garbage cans, lots of small soft (Gator) balls, mark a field in half and put cones at each end, 30 cones. 2 teams, classes can play against each other, Put 2 garbage cans up to 10-15 yards away from center line, put 1 garbage can in the back 30-40 yards away from the center line in the middle. Put 4 cones around each garbage can. Repeat on the other side of the field. Make a jail on each side and mark it with cones. Scatter balls all over the playing area. (See attached diagram). Team to score the most points by throwing balls into other teams garbage cans. Players are safe on their side and can throw the balls from their side at the garbage cans on the other side. Players can also venture out to the other side and try to get up close to the garbage can for a more accurate shot. The two front cans are worth 10 points and the back garbage can is worth 20 points. If a player crosses over to the opponents side, they can get tagged. If they are tagged on the opponents side, they go to the opponents jail. The only way out is if one their teammate runs into the jail grabs their hand and walks them back. When they are walking back to their side, they are safe. The other team cannot tag you. If the jails are becoming overcrowded the referee can yell Jail Break and everyone is allowed to leave the jail and return to their side. After 7-10 minutes yell Time and count up the points. Whichever team has the most points wins. Then start a new game.

Object of Game: Activity:

RAINY-DAY ACTIVITY #10 Charades Location: Equipment: Organization: AM Rooms 301 (1R) and 302 (3Fa) PM Rooms 101 (4E) and 102 (4C) 4 sets of charade slips (2 sets for each classroom) Divide in 2 teams Activity: Mill Street Charades One team member takes a slip of paper from the bag and acts out what is written on the paper to his teammates. Time how long is takes to guess. Team with this least amount of total time wins.

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