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Spin-the-Wheel Team Challenges

At each of five stations the team spins a cardboard spinner that decides how to do the challenge: with the weaker foot, holding hands with a partner, backward, in silence or double speed. Students build agility and learn to adjust to changing conditions.

PhaseMain activitie
Duration25 min
Ages8–10
SpaceOutdoor yard
EquipmentCardboard spinner, cones, hoops, balls, Individual jump ropes
IntensityModerate

How to play

  1. Set up five stations: cone slalom, hoop hops, dribbling along a line, individual jump rope and a cone carry relay.
  2. Each station has a cardboard spinner with six sections: normal, non-dominant foot, holding hands, backward, no talking and a wild card where the team chooses.
  3. Make 5 teams of 5; the captain spins and the whole team does the challenge under that condition (2 min to explain).
  4. Each challenge completed by the whole team is worth 1 point, and the hard sections (backward and non-dominant foot) are worth 2.
  5. Spin twice per station in 4 minutes; on the whistle, rotate and change captains (20 min).
  6. Wrap-up (3 min): teams total their points and share which condition was hardest and how they organized.

Rules

Variations

Easier

Remove the backward section and let teams go at their own pace.

Standard

Five stations with two spins at each.

Harder

Spin twice and combine both conditions at once.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Spinners take minutes to make with a paper plate and a brass fastener for the arrow. Watch that nobody turns backward walking into a race.

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