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Roll the Die, Choose the Move

A giant picture die decides how kids travel on each lap of a wide course: crawl, slither, two-foot jump, roll, tiptoe or bear walk. Kids practice varied locomotor skills with a motivating surprise.

Illustration of the PE activity Roll the Die, Choose the Move
PhaseMain activitie
Duration14 min
Ages3–5
SpaceGym or classroom
EquipmentGiant die, mats, hoops, cones, ropes
IntensityModerate

How to play

  1. Stick a picture on each side of the die: cat (crawl), snake (slither), frog (two-foot jumps), log (roll), dancer (tiptoe) and bear (all fours with straight legs).
  2. Set up a wide loop around the gym: a stretch of mats, a stretch of hoops, a stretch of ropes on the floor and an open stretch between cones.
  3. Everyone sits in the middle. One child rolls the die and the group calls out the picture (1 min).
  4. Everyone leaves at the same time, spaced out, in the same direction, and does one lap with that movement. On the mats, if it's the log, they roll; elsewhere, they do their best (2 min).
  5. Back in the middle, another child rolls the die. Repeat for 5 or 6 rolls, 1 or 2 minutes per lap (9 min).
  6. Finish: you roll the die, whatever comes up is the last lap, in slow motion (2 min).

Rules

Variations

Easier

A die with only 3 pictures repeated and short laps.

Standard

A 6-picture die and a full lap.

Harder

Roll two dice: one for the movement and one for the speed (fast, slow).

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Getting to roll once is the biggest motivator: keep track of who has rolled. Do the gesture for each picture as you name it for the youngest kids.

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