Scooter Pinball
Equipment: 20 bowling pins (10 for each team), 10 cones (5 on each side to mark the Goalie Box), jerseys for one team, scooters for all students except for the 3 goalies, 15-20 Softies, a bucket of bean bags and 2 hula hoops, one on each team's side.
Students are divided into 2 teams. A goalie zone is marked off by a line of cones about 10 feet from the end of the gym on both sides. The goalies will stand 10 pins up in the goalie zone. The goalies will not be on scooters and their job is to defend the pins in the goalie zone. All the rest of the players will be sitting on scooters and lined up on their half of the gym. 7-10 balls will be distributed to each team to hold until the music starts.
When the game begins, anyone without a ball can move on their scooter to any place they wish to go on the gym floor, but not in the goalie zone. Only the goalies are to be in the goalie zone.
The players with the ball cannot move on their scooters. Their only choices are to pass the ball to another teammate or to throw the ball at the other team’s pins. They cannot roll the ball to make forward progress. Once they throw or pass the ball they can move anywhere on their scooters.
If a player knocks the other team’s pin down by a throw, that player gets up from their scooter and goes to the bucket full of beanbags. If they knocked down 1 pin, they select one beanbag and place it in their team's hula hoop. They then return to their scooter and continue in the game. If a player knocks more than 1 pin down with the ball, they score as many points as pins that were knocked down. (2 pins = 2 beanbags, 3 pins = 3 beanbags, etc.)
Goalies are to continue to defend the pins and set the pins back up as they are knocked down. Goalies must stay in the goalie zone and are not allowed to score points for their team.
Rotate goalies after every song.
Scooter Soccer
Students ride the scooters on their bottoms. Move around the gym and try to kick the omnikin ball toward a wall. No goalies and no use of hands unless they are protecting themselves. Easy for all grade levels.
Scooter Pirate Island
Place three hula hoops in the middle of the gym with loads of treasure (bean bags) in the hoops. Have two scooter boards (pirate ship) and tagging sticks (pirates sword) in the middle. The 2 pirates have to guard the three islands of treasure on their scooter boards. Around the gym place 6 hula hoops (ships). Each student will be assigned to a ship and will get one scooter board. Their job is to go to the islands and try to steal a piece of treasure without getting tagged by a pirate. If tagged, their turn is done.
Hungry Hungry Hippos
Have 4 to 6 teams of students with each team getting a scooter. One student at a time rides the scooter to the middle of the gym and grabs as many tennis balls/balloons as they can before they get pulled back to their home. Once at home they place all of the balls in a bucket. Change grabbers and do the same thing over again. Tie a rope to each scooter to bring them back...safety..safety...safety
Scooter Sabakiball
See Sabakiball in throwing and catching but put the kids on scooters
Scooter Pickup
This game, suggested by PE Central, focuses on maneuvering the scooter accurately and quickly. Divide the players into four teams, providing each team with an equipment container or large trash can. Place one container at each corner of the gym. Scatter small pieces of gym equipment, beanbags or other objects around the gym. While they're seated on scooters, the kids move around the gym and pick up the items, placing them in their teams' containers. The kids may pick up only one item at a time. The team that collects the most items wins the game.
SONIC BOOM
Equipment:
6 small mats (4 panel), 3 for each team
2 Kin-Balls
1 Scooter for every student
Jerseys for one team
Activity:
Divide class into two teams, with one team wearing jerseys. Set up 3 mats vertically on the back of each team’s area. (Not too close to the wall so students can scoot behind the mats.) Each team has one guard per mat and they sit on their scooter in front of the mat they are guarding. The rest of the team sits on their scooters in a straight line in front of their team’s three mats. The two Kin-Balls are placed in the middle of the activity area. When the music starts, each team moves off their line and tries to advance the Kin-Ball(s) toward the opposite team’s mats. THEY MAY ONLY USE THEIR FEET AND THEY MUST HAVE BOTTOMS ON THEIR SCOOTER AT ALL TIMES. The objective is to work together as a team to try and knock down all three of the opposing team’s mats.
Some things to remind students of when participating in this activity:
Only guards are allowed to use their hands to prevent the Kin-Ball from knocking down their mat and can push the ball away. All other students can protect themselves from the Kin-Ball by raising their hands above their heads if the ball is coming down on them. They can also protect themselves with their arms and hands if the Kin-Ball is kicked towards them but cannot push.
Remind students that if they kick the ball, they can’t see if there is another student on the other side and we want everyone to be safe. If a Kin-Ball gets “stuck” against a wall and there is a swarm of students trying to kick it out, I grab it and toss it to an area where there are not many students. (This happens multiple times during a round.)
Once all three mats from one team are knocked down, reset and change guards. Participate in another round…or two!
SPAGHETTI AND MEATBALLS (Allyn’s Version)
Equipment:
2 Yoga balls for the “Meatball” taggers (Adult size for 4-5, Smaller size for K-3)
3 long tagging noodles and a scooter for the “Evil Spaghetti” taggers
Scooters for all other students. They are the “Sauce”
Activity:
Three students are the “Evil Spaghetti” and sit on scooters with a long tagging noodle. Two other students control a Yoga ball as “Meatballs” and save the “Sauce.” The “Sauce” can save the “Meatballs” if they are tagged by the “Evil Spaghetti.”
The Sauce tries to stay away from the Evil Spaghetti. If tagged by the Evil Spaghetti, they sit on the ground with their scooter (wheels up) in front of them. They can be saved by the Meatballs, who are not on scooters and are pushing the Meatballs around the gym. Meatballs can also be tagged by the Evil Spaghetti and will sit on their Meatball to signify they have been tagged and are frozen. To get unfrozen, the Meatballs can be saved by the Sauce.
The Sauce saves the Meatballs and the Meatballs save the Sauce. Evil Spaghetti must allow the Sauce time to turn their scooter back over, sit on it, and start scooting before trying to tag them again. They must also let the Meatballs get off the yoga ball and start pushing before trying to tag them.
Switch all taggers after every song.
Notes:
All students must stay on their bottoms while scooting.
The Meatballs always have to have a hand on the ball at all times.
911 Help Tag (Cooperative Scooter Activity)
Equipment:
Scooters for all students
4 long noodles for tagging (Accident)
6 soft foam Softies (Band-Aid)
Activity:
4 students have a long noodle and are (bottoms down) on scooters. These are the taggers. (Accidents) They represent the accidents that sometimes happen. 6 students carry a Softi with them while traveling around on their scooter. They are the “helpers” or Band-Aids.
If a student is tagged, they “flip and sit” (flip their scooter, wheels up, and sit next to it.) They then call out, “911 Help!” A helper then can come and give them a Softi (band-aid) to free them. They are now a helper.
If a helper gets tagged, they hold up the Softi to show they are safe and can continue to save those that are calling out “911 Help!”
Change taggers every song.
Sink the Ship Video Demonstration: https://youtu.be/HVka9x9xHMs
Equipment Needed: (if you do not have time to set up, have your first hour help you)
6 gym mats
6 scooters
24 bowling pins
Rhinoskin balls (in green bin)
Set-Up:
See picture on next page for how to set up this game. The class may be divided up by rainbow teams, or you may allow them to choose teams.
Skills Used:
Catching, throwing, rolling, defense, teamwork and cooperation
Description of Game:
The goal is to sink the other team’s ships by knocking down their bowling pins.
Rules: (Note: I modify rules for PreK-2nd graders - see bottom)
Throw or roll balls to knock down pins
No kicking balls
You may catch balls and play defense
You may guard your pins, but you can not touch them. If a player knocks over their own team’s pin they have to leave it down.
Use ready hands!
Stay on your boat. You may step off with only one foot.
Use your lifeboat scooter to get more cannonballs. Take turns using scooter.
Lifeboat scooters can not knock down pins, they are ONLY used to gather balls and bring them back to the ship.
When your boat sinks (all 4 pins down), the whole team goes to the “bottom of the ocean” at one end of the gym and does 10 exercises together (count out loud)! They must do these together as a team! (example: jumping jacks)
Stand pins back up after exercises
Stay on your feet - no kneeling or laying on your ship/mat
Can make a human chain to get balls
Penalty for going off boat - 10 exercises for that person
Begin the game in ready position (see attached pic)
Modifications for PreK-2nd graders - they may stand their pins back up immediately when they are knocked over! Only give a penalty exercise if there is a player who continues to step off their ship. Set up ships closer together OR make 2 big ships as seen in the picture on the next page!
SCOOTER TAG
Equipment:
4 long tagging noodles and a scooter for the taggers
1 cone placed outside of the activity area
Scooters for all other students
Activity:
Three students volunteer to stand at the cone outside of the activity area. They do not have scooters. Taggers are placed, on scooters, in the middle of the activity area with their tagging stick. All other students are spread around the gym on scooters. When the music starts, taggers move around the gym and try to tag those on scooters that aren’t taggers. Tags must be below shoulders to be safe.
Students that are trying to avoid being tagged must be on their bottom, stomach, or always have at least one knee on their scooter.
If a student is tagged, they leave their scooter (wheels down) and form a line at the cone at the outside of the activity area. When they see that another student has been tagged and leaves their scooter, the first person in line runs out and claims that scooter. This moves fast!
Switch the taggers after every song. (I usually let the first 3 students standing at the cone be the next taggers.)
Link: https://www.youtube.com/watch?v=ZHcguvIJ23I
SCOOTER Race (Scavenger Hunt)
Create a track using cones around the gym. Place a scooter board in 10-15 hula hoops around the inside edge of the track. Pair students in groups of two and give them time to practice driving (riding) and being the engine (pushing) their team scooter around the track. I recommend drivers be seated on knees or rear with feet up off of the ground. After students have practiced and are feeling good about moving around the track setup the race. Place 10 buckets of items around the outside edge (the walls) of the gym. Students will move their driver around the track and on every lap they need to pick up an item from the buckets and deliver it to their bank (the hula hoop). After delivering an item they switch jobs (engine/driver) to complete a second lap and grab another item. Groups should only be picking up one item at a time and must deliver it to their bank by riding the scooter. First team to find all 10 items would win.