Giant Animal Moves Dice
One child rolls a giant die with an animal picture on each side, and the whole group moves like that animal until the tambourine sounds. It builds imitation, varied locomotion and turn-taking in a very visual game.
How to play
- Beforehand, tape an animal card on each side of the die: frog, duck, snake, bear, crab and bird. The group sits in a circle with the die in the middle.
- Show all six sides and model each move: frog jumps, duck waddles low, snake slithers, bear crawls on all fours, crab walks sideways, bird flaps its wings.
- One child rolls the die along the floor. Everyone calls out the animal that came up.
- Everyone stands and moves like that animal around the gym for 30 to 40 seconds. On a tambourine hit, they come back to the circle.
- Another child rolls and you repeat. In about 6 minutes you get 8 or 9 rolls.
- On the last roll, say: "That animal, but teeny-tiny!" and kids move very slowly back to the circle.
Rules
- Roll the die along the floor, never throw it.
- When you hear the tambourine, come back to the circle.
- Each animal moves in open space without bumping.
- Wait your turn to roll.
Variations
Easier
For 3-year-olds, use a die with only three animals repeated, and the teacher moves alongside.
Standard
For 4-year-olds, use all six sides with six different animals.
Harder
For 5-year-olds, roll twice and combine two animals (frog jump plus bird flap).
Adaptations
- Limited mobility: the child does the animal's arm and head moves and sounds.
- Autism: keep the animal cards visible ahead of time and give a heads-up before the tambourine.
- More skilled kids move the animal backward; less skilled kids copy the teacher doing it beside them.
Learning goals
- Imitate how different animals move.
- Recognize pictures and link them to a movement.
- Respect turns and the signal to come back.
Equipment for a class of 25
- giant die: 1
- picture cards: 6
Teacher tip
Big, colorful cards help everyone see the animal from the circle. Pick rollers in circle order so nobody misses a turn over the week.
PatioLab has "Giant Animal Moves Dice" and 4199 more activities ready to drag into your lesson and run from your phone in the gym.
More activities like this
More warm-ups for Elementary
Across-the-Floor Gymnastics Steps
A gymnastics warm-up where students travel across the gym on the diagonal in small waves, using basic steps: tiptoe walk, side gallop, chassé, grapevine, and scissor…
Action Verbs and Adverbs Warm-Up
The teacher calls an action verb and students act it out in their spot; then an adverb is added that changes how it is done, like "row slowly" or "climb sneakily." It…
Active Blind Man's Bluff
A dynamic version of Blind Man's Bluff in which a guide uses only their voice to lead a blindfolded partner to tag classmates moving inside a small area.
Active Corners
Each corner of the space is marked with a cone and an exercise; the teacher calls a corner and students run to it to complete the exercise.
Add-On Dance Circle
In circles of 6, students take turns adding a four-count move, and the group repeats the whole sequence from the beginning with music, building a dance together.
Agility Ladder to the Beat
Quick-feet drills on the agility ladder following the beat of the music: every foot strike lands on a beat, and when the song's tempo goes up, the feet speed up.