Mother, May I? Giant and Ant Steps
Traditional game where a leader grants each player a move ('three giant steps,' 'two frog jumps') that can only be taken after asking 'Mother, may I?' Students practice varied locomotor skills, controlling step size and listening.
How to play
- Make 5 groups of 5 in parallel lanes. Each lane has a start line and, 40 feet away, a cone where the leader stands with a card of illustrated moves.
- The four players wait at the start line. Taking turns, the leader gives each one a command: 'Maya, take three giant steps.'
- The player must ask 'Mother, may I?' before moving. The leader answers 'Yes, you may' or 'No, but you may take two ant steps.' Anyone who moves without asking goes back one step.
- The card includes giant steps, ant steps, two-foot frog jumps, hops, crab walks, spins and duck walks.
- The first player to touch the cone becomes the leader, and the old leader goes to the start. Play about 5 rounds of 2-3 minutes so each group has several leaders.
Rules
- No 'Mother, may I?' means no moving.
- Count each step out loud and make it complete.
- Leaders give commands to everyone in turn, leaving no one out.
- No pushing or touching other players while moving.
Variations
Easier
Use only giant and ant steps, with no stepping back for forgetting to ask.
Standard
Seven types of moves on a card and one step back for forgetting to ask.
Harder
Leaders give double commands ('two frog jumps and a spin') and players move backward.
Adaptations
- Limited mobility: wheelchair moves with agreed equivalents (giant step = one long push), or the leader role.
- Shy students: the leader may give commands by showing the card and pointing, without speaking.
- Fitness level: players far ahead receive ant-step commands to even things out.
Learning goals
- Perform varied locomotor skills while adjusting step size.
- Listen and wait for permission before acting.
- Learn and enjoy a traditional game.
Equipment for a class of 25
- cones: 10
- cards: 5
Teacher tip
Be the leader in the first round to show how to give fair commands. Tape the card to the cone so leaders don't lose it.
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