Adding games to lessons can enhance learning, foster inclusion, and build connections. When skiers have this much fun, they forget they're learning!
Know your group. Consider what your skiers find fun—age, experience, and personality all matter. Watch facial expressions, body language and engagement to make sure this is positive for everyone.
Join in! Play along, laugh with them, and be part of the fun. It builds connection and lowers barriers.
Share leadership. If the game involves a leader, pass that role around so everyone gets a turn.
Let skiers shape the game. Invite them to add their own rules or twists.
Give focus. Target specific manoeuvres or let a game evolve.
Watch closely. A chance to observe movement in a low-pressure setting—use it!
Games do more than build skills—they can build community. Here’s how:
Break down barriers:
 Games create a relaxed environment that helps skiers open up, connect, and feel part of the group. 
Hokey Pokey is a familiar song-game that gets everyone involved at once, encourages laughter, and removes pressure by being silly and rhythmic. Great for lowering social barriers and easing group cohesion early on.
Promote empathy:
 Inclusive activities that ensure everyone can participate help foster awareness, support, and understanding.
Follow the Leader is a game where one skier leads a movement and the others follow—then roles reverse. This builds confidence, allows every skier a moment to lead, and encourages mutual attention and respect.
Celebrate differences:
 Games that highlight unique strengths make room for everyone to contribute and feel valued. 
Pace Setter has simple, clear rules that allow all skiers to engage regardless of skill. It can be adapted in pace or technique, making it accessible and fun across age and ability levels.
Build trust and teamwork:
 Working together toward a common goal strengthens relationships and encourages mutual support.  
Moving Bridges is a partner-based game that builds connection and cooperation. It fosters interaction and teamwork—especially helpful for quieter participants.
Set up cones. Skier does step turns around one cone and moves to the next cone … repeat. Change direction. This can be done in circles of different diameters or figure 8s.
Skiers try many little steps forward and feel the balls of their feet pushing off.
The group stands in a circle as they toss a ball around. The catcher calls the name of the person they are throwing to (and then throws it). Variation: Throw the ball slightly away from the skier and have the skier glide to retrieve it.
Set up two lines of approximately eight cones. Divide skiers into two teams.
Skiers advance to the next cone after being tagged by their teammate. Vary the technique required for each cone (e.g., side-stepping, skiing backward, circling the cone with tips-in/tails-in, or double-poling to touch the cone).
The first team to get all skiers through the last cone wins.
Have the group follow the leader, performing movements that reflect the skills acquired (e.g., crouching, standing up, turning in a circle – both directions). Add other movements as skills develop. Include rolling terrain. Share the role of leader, or work in pairs.
Skiers stand in a large circle and sing to the tune of "Hokey Pokey."
"You put your right ski in,
You take your right ski out,
You put your right ski in,
And you shake it all about.
You do the Hokey Pokey,
And you turn yourself around.
That's what it's all about!"
Repeat: Continue the song, replacing "right ski" with other body parts (e.g., left ski, right arm, left arm, whole self, etc.), mimicking the actions with their skis and bodies.
Grand Finale: Finish the game by having everyone slide into the center of the circle for one last, energetic round of the song.
Running on the spot, forward/backward, left/right, star (tails and tips) clockwise/counter, jumps, one leg, hops, scissor legs, crouch down and walk like a duck, up on your toes, jog, skip, touch head/shoulders/knees/toes, lunge stretch, shoulder circles, kick turn, jump & rotate, figure 8....use your imagination to get skiers moving.
Skiers choose their favorite pie. To avoid being tagged, they make a pie shape with their skis and shout out their favorite kind of pie. Pie positions can only last 5 seconds, so skiers must keep moving.
This simple game teaches movement on skis and quickly forming to a wedge.
Note: Tag with the hand, not ski equipment.
Set up a course using cones or poles to practice changing direction. Have 3 or 4 different sets of cones or poles on the course at once. To make it harder, place poles closer together or set up the course on a gentle slope.
Change the instructions often! For example, tell skiers to:
Completely circle a cone to the left, then to the right.
Try skiing around them backward.
Demonstrate each skill and let them have fun.
This game helps skiers practice getting up from the snow in different ways, a skill that's bound to come in handy!
Pro Tips:
A general falling guideline:
If possible, fall forward rather than back.
Keep your hands and arms in to avoid falling onto an outstretched hand.
Bending at the knees lowers the centre of gravity and reduces the distance to the ground.
Keys to rising
Remove ski poles to avoid shoulder strain.
If you're on a slope, make sure skis are across the incline (perpendicular to the fall line) so they don't slide away from you.
Enjoy the snow and encourage laughter, especially when demonstrating how to untangle skis in the Dead Bug position.
How to Play
Everyone will drop down onto the snow and then "Rise Up!" together, practicing various techniques. We'll do this on flat ground and a gentle rise. The instructor will demonstrate each method.
Here are the main ways to get back on your feet. The skier's choice will depend on their flexibility.
Easy Up:
Simply take one or both skis off.
Use your hands to push yourself up. Once you're standing, put your skis back on.
Dead Bug: video
Lie on your back with arms and legs in the air to untangle your skis.
Grab your ski tips with your hands.
Extend your legs, and bring your ski tips towards your chest so they are parallel to your body and roll over onto your stomach with your skis beneath you.
Push off the ground with your hands to get into an all-fours (tabletop) position.
From all fours, move to a half-kneeling position, then place your hands on your raised knee for leverage to stand up.
Walk the Hands: video
Sit with your skis below your bottom and your feet behind you (this helps keep your balance point over your skis).
"Walk" your hands forward from your side towards the front of your skis until you reach an all-fours (tabletop) position.
From all fours, move to a half-kneeling position, then place your hands on your raised knee for leverage to stand up.
While remaining in one place, skiers step from ski to ski, keeping only one ski on the “burning’ snow at a time.
Set up a ski course with objects or trails. Divide into two groups behind a starting line. One skier from each team navigates the course, then tags the next teammate to go. The first team to have all members complete the course wins.
Variations: No poles, one pole, or both poles. Or change the manoeuvres for each cycle. Or change how skiers go around the object (e.g., ski tails to mark, ski tips to mark, touch the mark).
Instructor places objects in the track that the skiers must step over (e.g. mitts, water bottles). Have skiers initiate the step-over with the right leg, then the left leg.
Have the skiers lean forward like Superman or Superwoman and test how far they’re willing to lean from the ankles before moving their feet to stop falling forward. Stand on two feet for double pole, or one foot for diagonal stride.
Skiers run in place wearing skis, vary the tempo from slow to fast. Helpful for warm up and coordination.
Skiers try many little steps rather than big ones. Ask them to use a certain number of steps, or count their steps to get from one point to another. Bring the number down as they improve.
Variations: Change direction. Count with them. Change terrain.
Set up two lines of approximately eight cones. Divide skiers into two teams.
Skiers advance to the next cone after being tagged by their teammate. Vary the technique required for each cone (e.g., side-stepping, skiing backward, circling the cone with tips-in/tails-in, or double-poling to touch the cone).
The first team to get all skiers through the last cone wins.
Have the group follow the leader, performing movements that reflect the skills acquired (e.g., crouching, standing up, turning in a circle – both directions). Add other movements as skills develop. Include rolling terrain. Share the role of leader, or work in pairs.
Skiers take a few quick steps to get speed, then just glide. How far can they go? How can they glide further? Challenge them to glide on one ski. Do this on flat terrain, or slight inclines, whatever suits your group.
Partners line up facing each other.
The pair at the head of the line create a bridge with their arms which all other pairs must ski and duck under. After the second pair of skiers ducks under the bridge, they create another bridge with their arms. Every pair builds a bridge when they finish coming through the tunnel of arms. Ask the group to travel around trees or other areas with their moving bridges.
Variations: Increase the distance between tunnel pairs. If the are able, progress to a gentle slope.
Set up a ski course with objects or trails. Divide into two groups behind a starting line. One skier from each team navigates the course, then tags the next teammate to go. The first team to have all members complete the course wins.
Variations: No poles, one pole, or both poles. Or change the manoeuvres for each cycle. Or change how skiers go around the object (e.g., ski tails to mark, ski tips to mark, touch the mark).
Skiers line up on one side of the field. At a signal from the instructor, they attempt to cross to the other side without being tagged by "IT." Anyone who is tagged also becomes "IT." The game continues, with skiers returning to the opposite side of the field, until everyone becomes "IT."
For step or skate turns, have the group create a circle. Circle size depends on the group size. Designate those who will be chasing and those who will be chased around the outside of the circle. The task is over when all skiers are caught, or after a period of time. Perform in both directions.
Mark out a square boundary as large as the skiers' skills allow. Set up poles (or use trees) for rabbits to hide between. One skier starts as the moving rabbit, and another is the moving fox. If the fox catches the rabbit, they exchange roles: the tagged rabbit becomes the fox.
A moving rabbit can get a break by tagging one of the hiding rabbits. That tagged rabbit then becomes the one being pursued. Feel free to introduce two foxes pursuing two rabbits for double the action!
Hares have a small flag (crepe paper) tucked into their pants and are given two minutes to ski off anywhere within the game area (this can be varied according to skill level). Hounds are then sent out to catch the hares' flags. After ten minutes, a whistle is blown, and everyone returns. No flags should be taken after the whistle. Count the number of flags the hounds have captured, then switch roles to see which team does better. Those who lose their flag continue to play by acting as decoys.
Form two parallel lines of skiers. One skier skis between the two lines slowly, as the others do anything they can do or say to make this person laugh or, at least, smile. Touching is not permitted. A great opportunity to let your foolishness run rampant!
Skiers form "trains" with an engine, 1-3 cars, and a caboose. One skier acts as the switcher. You can have multiple trains based on the size of your area.
Engines try to steer their train away from the switcher. The switcher tries to tag a caboose. When tagged, the caboose becomes a new switcher, and the last car of that train becomes the new caboose. (You can't tag your own train.)
The last train or engine left wins. This game works well within a circle of poles, an open area, or on a trail.
Skiers spread out and within a 6-meter ski pole circle. When the instructor calls out a number, skiers must quickly form groups of exactly that many people.
Variation: Once in their groups, skiers can hold hands or crouch down.
Divide skiers into two teams. One player on a team secretly gets a penny; the other team doesn't know who has it.
The penny carrier's goal is to reach their "castle" in the opponent's zone. If tagged, the carrier must show the penny. Their teammates act as decoys, also trying to enter the opponent's zone.
Note: Tag with the hand, not ski equipment.
A schmeritz is a tube sock with a tennis ball in the toe, knotted to secure it.
Mark out a rectangular field (30m x 15m) with two goal lines and a 1.5 meter field goal circle in front of each. Field diagram
How to Score
Touchdown (6 points): Carry the schmeritz across the opponent's goal line.
Field Goal (1 point): Throw the schmeritz into the opponent's goal circle.
Gameplay
The goal is to pass the schmeritz between skiers. To keep the game moving, enforce a "three stride then pass" rule if a player carries it too long.
If a player is tagged while holding the schmeritz, the tagging team earns a free throw. Each team should have a goalie to defend their circle.
Note: Always tag with your hand, never with ski equipment.
This game helps improve balance, with or without skis.
Skiers get into pairs, facing each other with plenty of space in between. They hold hands in a "boxing position" with open palms. When you give the signal, they gently try to push each other off balance. Skiers can fake or dodge. If you fall or even shift your feet to stay balanced, you lose.
Set up two circles of ski poles: an inner circle (about 6m wide) and an outer circle (about 9m wide). The outer circle should have one less pole than the number of skiers.
Skiers ski around inside the inner circle. When the leader gives a signal, they all try to claim a pole from the outer circle. The leader then removes one more pole from the outer ring.
Skiers who found a pole return to the inner circle. The skier(s) without a pole ski around the outside of the outer circle.
At the next signal, everyone tries to grab an outside pole again. The goal is for the skier(s) on the outside to get a pole before those in the inner circle. The game continues, removing a pole each time, with those without a pole skiing on the outside.
Skiers stand about 2 meters apart in a single line. Poles are stuck in the snow in a parallel row 20-30m away. There is one less pole than the number of skiers. At a signal, each skier races to get a pole. The skier that does not get a pole sets up the poles for the next round.
Skiers line up in pairs, facing the same direction and spaced approximately 2-3 meters apart. When the instructor shouts "Street!", the player in the back attempts to tag the player in front. When the instructor shouts "Alley!", they quickly turn around, the chaser becomes the chased.
Skiers form a large circle. One skier is the "wolf", and the rest are "rabbits."
The wolf chases the rabbits around the circle in one direction only. When the wolf tags a rabbit, that person also becomes a wolf. The game continues until the last rabbit is tagged.
Adjust the circle size based on your skiers' skill level.
Note: Tag using your hand, not ski equipment.
The term "Fartlek" comes from Swedish, where "fart" means speed and "lek" means play—literally "speed play." This game encourages skiers to vary and manage their pace while working as a team.
In small groups of two or more, skiers head out on the trail. The skier at the front sets a slow pace. The skier at the back then pulls out, skis past the others, and once they have a safe lead, steps back into the track. This person becomes the new pacesetter, and the sequence repeats with the skier who is now at the back.
For many groups, the key to success is ensuring the new leader sets a pace that their teammates can realistically pass.
Skiers form "trains" with an engine, 1-3 cars, and a caboose. One skier acts as the switcher. You can have multiple trains based on the size of your area.
Engines try to steer their train away from the switcher. The switcher tries to tag a caboose. When tagged, the caboose becomes a new switcher, and the last car of that train becomes the new caboose. (You can't tag your own train.)
The last train or engine left wins. This game works well within a circle of poles, an open area, or on a trail.
The group skis in a single file line. The leader is responsible for setting a pace that keeps the group together and not too spread out. When any skier calls "switch," the leader pulls over and drops to the back of the line, making the person who was second the new leader.
Supports team work, passing, and lane change skills with any manoeuvre.
Place Changing - Classic
Two groups stand at opposite ends of 2 parallel tracks, facing one another. At a signal, both sides start off and each tries to reach the starting place of the opposition before that group reaches theirs. Run races and relays over short stretches of track.
Use a trail loop which takes 5-10 minutes to ski (change length and terrain according to skill). All skiers except for one (the fastest or the leader) start skiing around the loop. The pursuer waits 1 to 2 minutes and then chases the others. Each skier they catch is tagged and must turn around and return to the start. The first skier to return wins.
This game can range from simple trinket collection (most items wins) to complex treasure hunts. For intermediate skiers, clues or poems at stations direct their path. Advanced skiers can incorporate orienteering, using location and distance to find the next point. A visual variation involves matching letters (A-Z) on trees with corresponding pictures on a provided sheet.