Game Card Test Drive: Another Group Leads It
Each group writes a complete game card for a game they know and hands it to another group, which must set it up and lead it for the class using only what's written. Students practice writing clear activity instructions, planning, and giving constructive review.
How to play
- Make 5 groups of 5. Each picks an active game it knows well and spends 7 minutes writing its card: setup, space, equipment, how to play in 4 steps, how to win, and one safety rule.
- Cards pass to the group on the right with no verbal explanation (1 min).
- The receiving group has 2 minutes to read it, set up the space with the listed equipment, and decide who explains.
- Each group leads the game it received for another group for 3 minutes while the authors watch silently and note where it was read differently. Run the five games in two waves (8 min).
- Revise (7 min): authors get their card back with the questions marked and rewrite it in 5 minutes; in the last 2 minutes read the two best fixes out loud.
Rules
- Leaders can use only what's on the card; if something's missing, they decide and write it down as a question.
- Authors can't step in while another group is leading their game.
- Safety: the card must list the minimum space and a safety rule; without them, the game isn't played.
- Every card must make sense to someone who has never played the game.
Variations
Easier
Provide a template with headings and examples to fill in.
Standard
Open-format card with the basic sections, tested by another group.
Harder
The card must also include an easier and a harder version, and the receiving group must use one of them.
Adaptations
- Limited mobility: serves as lead writer and reads the card aloud during setup.
- Dyslexia or reading difficulties: the card includes a setup diagram and a teammate reads it aloud.
- Shyness: handles setup and the demo rather than the explanation.
Learning goals
- Write a complete, easy-to-follow game card.
- Interpret and lead a game from written instructions.
- Improve a technical text based on the questions it raised.
Equipment for a class of 25
- game cards: 10
- pens: 5
- cones: 24
- foam balls: 6
- hoops: 10
- pinnies: 15
Teacher tip
The questions are the most valuable part: give more credit to a card that improves than one that came out perfect. Collect the revised cards into a class game bank.
PatioLab has "Game Card Test Drive: Another Group Leads It" and 2499 more activities ready to drag into your lesson and run from your phone in the gym.
More main activities for High School
1-2-3-2-1 Running Pyramid Intervals
An interval workout where the fast segments build from 1 to 3 minutes and back down, with half that time as jogging recovery.
1-on-1 Self-Pass Volleyball
One-on-one games on narrow 10 x 20 foot courts where each player must self-pass before sending the ball over.
10-20-30 interval running in pairs
The 10-20-30 method strings together 30 seconds of easy jogging, 20 at a moderate pace and 10 at top speed, in five-minute blocks.
1v1 Ball Volley Matches
1v1 ball volley: singles games on a small court with a low net, hitting the ball over the net and allowing one bounce.
2-on-1 Fast Break with a Chasing Defender
Two attackers push a fast break against a defender waiting at the basket while a second defender chases from behind with a few yards' head start against them.
2-on-1 Through Three Defensive Zones
Pairs of attackers cross the court through three zones, each with a defender who cannot leave it, and finish with a shot on goal.