Peg-Leg Pirates
The class plays peg-leg pirates: they walk stiff-legged, hop on one foot leaning on a friend, look through a spyglass on one foot, and stay upright on a rocking ship. They practice one-foot and moving balance through pretend play.
How to play
- Push mats together in the middle: that's the ship. Each child ties a handkerchief on head or wrist: "Today we're pirates."
- Spread out, they walk with a peg leg (one stiff leg) around the gym. 2 minutes.
- The spyglass: on the tambourine, they freeze on one foot, hands making a spyglass at the eye, and look for land while counting to five. Alternate with walking and switch feet. 3 minutes.
- Hopping pirates: in pairs, one puts a hand on the other's shoulder and they hop forward three small hops on one foot; switch feet and roles. 3 minutes.
- All aboard!: everyone climbs onto the mats. Call "Big wave!" and they squat without falling; "Calm sea!" and they stand up; "Storm!" and they balance on one foot. 5 minutes.
- They step off the ship slowly and put away their handkerchiefs. 2 minutes.
Rules
- No pushing on the ship: every pirate has a spot.
- Hop on one foot with a friend, slowly, no big jumps.
- Handkerchiefs go on the head or wrist, never over the eyes.
- If I fall on the ship, I get up and keep playing.
Variations
Easier
Spyglass on two feet, and peg-leg walking.
Standard
Spyglass on one foot for a count of five.
Harder
Hop without a friend's help, and the storm on one foot with eyes closed.
Adaptations
- Limited mobility: be the captain who calls the sea commands and does the spyglass with the arms.
- Autism: preview the three sea commands with pictures and keep them the same every time.
- More skilled kids invent a new ship command; kids who need support do the spyglass leaning on the wall.
Learning goals
- Keep balance on one foot, both still and moving.
- Adjust posture to spoken cues in a pretend game.
- Express themselves by acting out a character.
Equipment for a class of 25
- mats: 6
- handkerchiefs: 20
- tambourine: 1
Teacher tip
Wear a handkerchief yourself and be the captain; the story hooks them more than any explanation. Mix up the order of the sea commands to keep their attention.
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