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Gym Games for Kindergarten

Gym is an important part of a school&'s curriculum, for children of all ages. Gym class develops motor skills, helps children gain good sportsmanship, provides an outlet for pent-up energy and provides children with exercise that is essential for a healthy lifestyle. Engage kindergarten-aged children in fun games that get them excited about physical education while providing them with these benefits.
  1. Go Home, Chickens!

    • In this game, a student volunteers to be "it" or the farmer. She stands in the middle of the room while the remaining students stand against a wall, assuming the role of chickens. Upon hearing the farmer yell, "Go home, chickens!" the chickens move from their post and try to run to the wall that is opposite them. As they run, the farmer tries to catch as many chickens as she can by tagging them. Those chickens that are caught become the farmer&'s allies. The game is played again, with the chickens who made it safely to the wall trying to run back to the opposite wall safely, except the task becomes more difficult, as there is more of a change of being caught by the farmer or one of her allies. The game continues in this manner until there is one chicken remaining.

    Shape Hop

    • Reinforce shape recognition while promoting physical fitness in this spin-off of musical chairs. On the ground, create several different shapes with duct or masking tape: a square, a circle, a heart and a rectangle. Make the shapes large enough to hold a few children. Arrange the shapes so that they are in a circular formation and make sure there is a voided space between two of the shapes. While you play music, children walk through the shapes, occasionally being left out of a shape as they walk through the voided space. When you stop the music, the children who are standing in the voided space sit out. Continue playing in this manner until there is one child left standing.

    Red Rover

    • Kindergarten kids will have fun playing this traditional game. Divide the class into two teams. Have the teams stand on opposite sides of the room from one another. Team members hold hands, forming a line. Have a coin toss to determine which team starts the game. The first team beckons a member from the other team by yelling, "red rover, red rover, send Johnny right over!" Johnny should let go of his team members&' hands and run toward the opposing team, trying to break through the line. If he successfully breaks through the line, he chooses a member of the opposing team to become a member of his home team. If he does not break through the line, he becomes a member of the opposing team. The team to acquire all of the players wins the game.


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