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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.

PhaseWarm-up
Duration10 min
Ages12–14
SpaceOutdoor yard
Equipmentdice, Cardstock, cones
IntensityModerate

How to play

  1. 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.
  2. 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.
  3. The leader rolls both dice, adds them, reads the exercise out loud, and demonstrates it for 5 seconds before the group starts.
  4. 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.
  5. When the move ends, the dice go to the student on the right, who becomes the new leader; if a number repeats, roll again.
  6. 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

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

Learning goals

Equipment for a class of 25

Teacher tip

Laminate the charts and print the high numbers in a different color so the progression is easy to see.

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