Recess Game Bank: No Equipment Needed
Each group invents a recess game that needs no equipment at all, tests it with another group and rates it with a rubric for inclusion, intensity and simplicity. The best games form the bank that students will lead during school recess.
How to play
- Present the task and the rubric: explained in one minute, at least ten players, nobody out for more than 30 seconds and everyone moving (3 min).
- In groups of five, design a game with no equipment and rehearse it in their cone-marked zone (8 min).
- Rotation 1: each group explains and leads its game for the neighboring group for 4 minutes; then roles switch (8 min).
- Players fill out the rating card and give the designers one specific improvement (3 min).
- Rotation 2 with the improved version and a different group (6 min).
- The class votes on the four games that go into the recess game bank (2 min).
Rules
- No equipment allowed, and no use of fixtures such as benches or goals.
- No games with tackling, pushing or grabbing clothes.
- Any elimination lasts no more than 30 seconds or has a way back in.
- The design group explains the game without reading notes.
Variations
Easier
Start from a well-known playground game and change just one rule.
Standard
A brand-new no-equipment game, tested with two groups and improved in between.
Harder
The game must also work in a 10 x 10 m space with 20 players.
Adaptations
- Wheelchair user: the group makes sure the game lets them take part in every role.
- Visual impairment: the game includes sound signals and a buddy guide if there is running.
- Overweight or low fitness: the rubric rewards games with roles that include active rest.
Learning goals
- Design inclusive movement games that work at recess.
- Test, evaluate and improve a proposal based on feedback from others.
- Promote an active lifestyle at school through student leadership.
Equipment for a class of 25
- cards: 30
- cones: 24
Teacher tip
Keep the cards of the chosen games: they are the starting material for active recess week. Watch that the pressure to win the vote does not lead to high-contact games.
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