Carry the Water, Don't Spill
Children carry water in a plastic cup along a curvy rope path, from the spring (a tub) to the garden (another tub). Keeping the cup from spilling while walking a line takes balance, body control and focus.
PhaseMain activitie
Duration14 min
Ages3–6
SpaceOutdoor yard
Equipmentplastic cups, Plastic tubs, ropes, Water
IntensityModerate
How to play
- Set a tub of water at one end and an empty tub at the other, joined by a curvy rope path: "The garden plants are thirsty!" (2 min).
- Walk the path with an empty cup to learn how to carry it: two hands, eyes on the cup (2 min).
- Fill the cup halfway and carry it along the path to the garden without leaving the rope (4 min).
- Fill the cup a bit more and try carrying it with one hand (3 min).
- Work together to fill the garden tub up to a line painted on its side (2 min).
- Water a real plant or tree in the playground with the garden water (1 min).
Rules
- I carry my cup carefully and slowly.
- I walk on the rope.
- If it spills, that's okay: I go back to the spring.
- The water is for the garden, not for splashing friends.
Variations
Easier
Age 3: a straight, wide path with a little water, carried in two hands.
Standard
Age 4: a curvy path with the cup half full.
Harder
Age 5: a curvy path with a small obstacle to step over and a fuller cup in one hand.
Adaptations
- Students who use a wheelchair carry the cup on a plate or tray on their lap along a wide path.
- Blind or low-vision students: a classmate claps ahead of them, and the cup has a lid with a hole to cut down on spills.
- Students who need more support use a cup with a handle or a small open bottle.
Learning goals
- Keep their balance walking a line while carrying something that can spill.
- Control speed and posture to reach a goal.
- Work together on a shared task and care for the playground plants.
Equipment for a class of 25
- Plastic cups: 25
- Plastic tubs: 2
- Jump ropes: 8
- Water
Teacher tip
Best on hot days with clothes that can get wet. Paint the line on the tub low enough that they can reach it; if they can't, the game turns into frustration.
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