Dice Sum Warm-Up Chart
In groups of four, students roll two dice, add them up, and look up the matching move on an 11-exercise chart. A rotating student leader runs each exercise, so the class gets a general warm-up while practicing how to lead a group.
How to play
- Make six groups of four and give each group two dice, a cone, and a cardstock chart numbered 2 to 12: low numbers are mobility, middle numbers are locomotor moves, and high numbers are jumps or short sprints.
- Each group lines up next to its cone with about 10 yards of open space in front; the first leader is the student with the lowest roster number.
- The leader rolls both dice, adds them, reads the exercise out loud, and demonstrates it for 5 seconds before the group starts.
- The group performs the move for about 40 seconds, going out and back up to 10 yards for locomotor moves, while the leader counts and gives cues.
- When the move ends, the dice go to the student on the right, who becomes the new leader; if a number repeats, roll again.
- After about 8 minutes and at least two turns each, blow the whistle for one final minute where each group picks its favorite move from the chart.
Rules
- Only the leader rolls, and nobody starts before the demo.
- High-number moves are only done after at least two mobility moves have come up.
- Safety: land jumps with soft, bent knees and no twisting in the air.
Variations
Easier
Use one die and a six-move chart of familiar exercises.
Standard
Two dice, an 11-move chart, and a new leader on every roll.
Harder
An even sum means the move is done as a synchronized pair, an odd sum adds a 180-degree turn between reps.
Adaptations
- Limited mobility: every number has a seated or upper-body version, and the student can be the permanent chart reader and leader.
- Autism or shyness: the leader turn can be shared with a partner, and the rolling order always stays the same.
- Fitness level: every move has two speeds, and students can choose the easier pace without having to explain why.
Learning goals
- Lead a warm-up exercise clearly in front of classmates.
- Tell apart mobility, locomotor, and jumping moves by intensity.
- Keep moving continuously with very little waiting.
Equipment for a class of 25
- dice: 12
- cardstock: 6
- cones: 6
Teacher tip
Laminate the charts and print the high numbers in a different color so the progression is easy to see.
PatioLab has "Dice Sum Warm-Up Chart" and 3999 more activities ready to drag into your lesson and run from your phone in the gym.
More activities like this
More warm-ups for Middle School
2v2 Plus One Keep-Away Grids
A short keep-away game in 10 x 10 yard grids: two pairs compete for the ball while a neutral player always plays with the team in possession.
30-Second Partner Passing Record
In pairs, students count how many good passes they complete in 30 seconds using different basketball passes and try to beat their own record on every attempt.
4v1 Warm-up Rondo
4v1 rondo in an 8×8-meter square: four players keep possession with passes along the ground while one player in the middle tries to win the ball.
5-10-5 Pro Agility Reaction Duel
In pairs, on three cones 5 m apart, one student reacts to a partner's signal, sprints to the side shown, touches the line, crosses 10 m to the far side and returns to…
5-4-3-2-1 Shake-Out
A quick drama and creative movement warm-up in which the group shakes arms and legs while counting down out loud from 5 to 1, faster each time.
5v2 Technical Warm-up Rondo
A 5v2 rondo (keep-away) to warm up with the ball: five players around the outside of a square keep possession while two in the middle try to win it.