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Land, Sea, and Air Line Jumping

A classic line-jumping game: students jump into the zone the leader calls out (land, sea, or air) as fast as they can. It builds whole-body coordination, quick reactions to verbal cues, and soft, controlled landings.

PhaseMain activitie
Duration12 min
Ages6–8
SpaceOutdoor yard
EquipmentChalk
IntensityModerate

How to play

  1. Draw four 25-foot chalk lines. Each group of 6 stands behind a line, facing it, an arm's length apart: behind the line is "land" and in front is "sea" (1 min).
  2. Calls: "Sea!" = jump with feet together over the line; "Land!" = jump backward to return; "Air!" = vertical jump with a clap, staying in your zone. Practice slowly (2 min).
  3. Round 1: the teacher speeds up the calls and sometimes repeats one ("Sea, sea!"). A student who goes the wrong way takes a miss but keeps playing (3 min).
  4. Round 2: "Sea" is a right-foot hop, "Land" a left-foot hop, and "Air" a half-turn jump. Take a 15-second break every 45 seconds (3 min).
  5. Round 3: each student leads their line for 30 seconds, then hands off. To finish, each group invents a new call, like "River!" = jump and squat (3 min).

Rules

Variations

Easier

Use only two calls (land and sea), at a slow pace, with a clap before each jump.

Standard

Use all three calls, switching between two-foot jumps and hops each round.

Harder

Add sound-alike trick words (Sean, landing, hair) and require a two-foot landing.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

The typical mistake is jumping before the call: have students wait with slightly bent knees, "like a spring." Use trick words sparingly at first so nobody gets frustrated.

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