Mini Charity Run: Start, Laps, and Finish Line
The class organizes and runs a scaled-down charity run: half the class staffs every station while the other half runs, then they switch. It builds self-paced endurance and real event logistics.
How to play
- The teacher explains the stations: starter, lap counters (one clothespin per lap), finish-line timers, water station, and cheer squad (4 min).
- The staff sets up a roughly 200 m course with cones and tape, including start, lap, and finish zones (3 min).
- Run 1: half the class runs for eight minutes at their own pace, mixing running and walking as needed; each lap earns a clothespin on the pinnie; count them at the end (10 min).
- Run 2: switch roles (10 min).
- Wrap-up: the class adds up all laps as a shared goal for the cause, reviews counting mistakes, and plans how it would work for the whole school (8 min).
Rules
- Everyone goes at their own pace; walking is allowed and counts the same.
- No individual rankings: everyone's laps are added together.
- Run in one direction and pass on the outside.
- Counters stand outside the course.
Variations
Easier
Six minutes of running and a shorter course.
Standard
Eight minutes and all stations.
Harder
Add a bib table with a sign-up list and a warm-up lap led by the staff.
Adaptations
- Limited mobility: takes part in a wheelchair on the same course or works as starter or station coordinator.
- Visual impairment: runs with a guide and tether; counters place the clothespin in their hand and say their name.
- Asthma or low fitness: mixes walking and jogging freely and keeps an inhaler handy.
Learning goals
- Sustain aerobic effort at your own pace.
- Organize the logistics of a race with multiple stations.
- Contribute to a shared charity goal.
Equipment for a class of 25
- cones: 20
- clothespins: 200
- stopwatches: 4
- pinnies: 14
- barrier tape: 1
- tally sheets: 6
Teacher tip
The class picks the cause (food drive, supplies for a local nonprofit, etc.); no money changes hands in class. Common mistake: counters lose track when several runners arrive at once; use two counters for every seven runners.
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