Fun Warm up activities



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1. one Scatter Fun Warm up activities On whistle the pupils run to a cone (. ). Next whistle, pupils run to coach (). moves around cones. After a few minutes take out a few cones. Everybody remains in the game. Make competitive if you don t get a cone your out. Last person/group are the winners. 2. Group cone Scatter *As above but this time when the coach calls a number, the pupils run to a cone in that number, E.G. when the number 4 is called run to a cone and get in a group of four. *Make competitive if you don t have the right number you re out. *Last person/group are the winner(s). 3. Guess the colour Scatter cones randomly as above. The group has 20 seconds to be at a cone with no more than 4 people at each cone. hoose 1 person who faces away from the group to call out a colour. Whoever is standing at that colour cone is out. 4. up and Saucers Place enough small flexi cones on the floor so that there is at least one for each child. Half of them need to be placed on the floor in the normal way, and half upside down. This creates the cups and saucers. Divide the class in two, depending on whether they are a cup or saucer and they have to turn the flexi cones over for their team. The team with the most cones turned over within a set time, e.g. 30 seconds, wins. The game can be repeated by lengthening the time, travelling in a specific way e.g. hopping, or having an uneven split of cones to start with.

5. Stealers This is a warm up game using coloured hoops/cones and coloured bean bags. Scatter the hoops around the area in which you are working. Split the class in half - stealers or 'goodies'. The goodies have a 30 second head start to place bean bags in their correct corresponding coloured hoop. On the blow of the whistle, the smugglers 'steal' the bean bags from their correct hoops and place them incorrectly. No guarding or blocking allowed. The 'goodies' have to keep going to try and remedy the problem. 6. Stuck in the mud. Stuck in the mud is a classic game and is a great pulse raiser for any age. Two people are 'on' (that is depending on the size of the class - my example is for a class of 15-23 students). They have to chase the people that are not 'on' and tag them. When they have tagged another student who was not on, that person is 'stuck in the mud'. They stand with legs and arms out and they cannot move. The only way to release them is if another person who is not stuck goes under the student that is stuck to free them. They can go through the person's legs, or under their arms. This continues for about 5-10 minutes or until everybody is stuck. To increase the difficulty level, use more catchers. 7. at and Mouse hoose two of the class to be cats, everyone else is a mouse and wears a tail (coloured band) in the back of their shorts. The mice run around and the cats try to catch them by pulling the tails out. Make sure tails are showing before starting and ask cats to collect tails that they pull out so that no one slips on them. ount the tails at the end and the cat with the most tails is the winner! 8. Toilet tag This is a team game, which is great fun. hoose a number of people to be on tag. Those who are 'on / it' have to tag others. When tagged, the child becomes a toilet! They have to kneel on one knee, arm up for the flush and other knee (foot on floor) flat for the toilet seat. To be released, someone from your team has to sit on the loo and flush your chain. No one can tag you whilst you're on the loo.

9. ross the border Mark out a grid. 20 meters by 20m or 30m x 30m depending on the size of the group. hoose a catcher to begin with. lass has to make it to the other side without being tagged. oach can also put a time limit to get to the other side. If the person tags anybody that person becomes the catcher. Make competitive after a few minutes, if a person is tagged they are also on with the catcher. Game goes on till last person is caught. 10. ross the border chains. As above but this time the game starts with two catchers holding hands linking arms forming a chain. You can only be caught if the chain is intact. Keep building the chain as people are caught. Alternatively keep forming smaller chains. 11. Steal the bacon. Two teams of three or more players each, a game leader, and two lines twenty or more feet apart. Teams stand just behind their lines. Each team assigns each of their players a number, such as player number 1, player number 2, etc. Place an object (a stick, chalkboard eraser, a rolled up sock, etc.) in the middle of the playing area, an equal distance from both teams. Leader calls out a number. Players representing that number race toward the object. First player to pick it up must get back to his team line without being tagged. If successful, his team gets a point. If he is tagged, his team gets no points. Put object back and start again. Team with the most points when time is called wins.

12. King of the ring. Draw a circle large enough for all players to stand in. Players lean over and grab their ankles. Object of the game is to bump other players out of the ring. Any player who falls down, let s go of his ankles, or is bumped out of the circle is out of the game. Last player remaining in is the King of the Ring! 13. Bean Bag joust. Each player holds a teaspoon with a marble in it. Players cannot use their other hands, but can bump or shove with their bodies. The object of the game is to get the other players to drop their marbles without dropping yours. Any player dropping his marble is out of the game. Last player with a marble in his spoon wins. 14. Penny foot race. Each player has a penny placed on each foot and races to the goal line. Any player whose penny falls off must return to the starting line and begin again. Variations include holding relays or placing the penny on various other parts of the body. For example: shoulders, balanced on fingers, or the back of the hands. PENNY JOUSTS Use pennies as in the game above. Hold jousting contests in which players can push and shove while trying to cause the other players to lose their pennies while retaining their own. Last player with a penny still in place wins. 15. Hip race Players are divided into pairs. Partners hold ball between the right hip of one player and the right hip of another. No hands! Just the pressure of your hips to hold the card in place. Teams try to race toward the goal line with the ball remaining between them. If a team drops it, they must stop and put it back in place. First pair to reach the goal line wins.

16. Baselines xxxxx Baseline xxxxx Line one Line two Line three Group lines up on bases line. The coach calls line 1, 2, 3, or baseline, the children run to that line. The coach continues to call numbers until the children are warm. Make competitive. Last one to the line called is out. If you run to the wrong line you re out. If you run when you re not supposed to you re out. If they pass by the line they are out. Try get the children move the wrong way by pointing the opposite way they re to run.

Fun warm ups for Gaelic games George O onnor