Track and Field Dice Meet
A team track and field meet where a giant die decides the event each round (javelin, shot put, discus, standing broad jump, standing triple jump, or bounding), and teams have to organize on the spot. Students practice basic throws and jumps and work together as a team.
How to play
- Set up six stations numbered 1–6 around the field, each with its equipment and a cone line; teams of 5 with a rotating captain.
- Each round, the teacher rolls the giant die and every team goes to that station; if it is taken, the team rolls its own die again (1 min).
- At the station, each member takes one attempt; the team adds up only its three best marks, converted to points with the station's chart.
- One teammate measures, one records, and one collects equipment; roles switch every round.
- Play 6 rounds of 3 min with 1 min to move between stations (about 24 min); if an event comes up twice, the second time scores double.
- To wrap up (2 min), each team explains which event went best and why.
Rules
- At throwing stations only one student throws while everyone else stays behind the line.
- Equipment is collected once the whole team has thrown.
- Everyone competes every round: the captain decides the order, not who throws.
- On jumps, land on two feet with bent knees.
Variations
Easier
Every team member's mark counts, and the points chart is more generous.
Standard
The three best marks count, using each station's points chart.
Harder
Before the roll, the team bets on which event will score the most, and earns double if it guesses right.
Adaptations
- Limited mobility: for jumping events, the student's attempt becomes a seated throw that also scores.
- Autism: each station has a card with a drawing of the event and the order of roles.
- Lower fitness: the student may skip bounding and judge that station instead.
Learning goals
- Perform a variety of throws and jumps with basic technique.
- Organize as a team when the situation changes unexpectedly.
- Take responsibility for measuring, recording, and equipment roles.
Equipment for a class of 25
- giant dice: 6
- foam javelins: 5
- medicine balls (2 lb): 5
- rubber discuses: 5
- cones: 30
- measuring tapes: 6
Teacher tip
Prepare the points charts ahead of time so measuring and converting is quick. Point the throwing stations away from the field and well away from the jumping stations.
PatioLab has "Track and Field Dice Meet" and 3999 more activities ready to drag into your lesson and run from your phone in the gym.
More activities like this
More main activities for Middle School
1-2-3 Touch Cooperative Rally
Two groups of three, one on each side of the net, work together to keep the longest rally possible in three phases: one touch, two touches, and three touches per side.
1-on-1 Mini Volleyball Up and Down the River
One-on-one mini volleyball duels on 3 x 3 m courts under a rope 2 m high, using a receive, self-set and send rule.
1-on-1 Self-Pass Volleyball
One-on-one games on narrow 10 x 20 foot courts where each player must self-pass before sending the ball over.
1-on-1 Side-Step Square Duels
In pairs, inside 5 x 5 m squares, an attacker holding a football tries to get from the starting side to the far side without the defender pulling a flag.
1v1 Four-Gate Soccer Duels
In a square with a gate on each side, two players go head to head and score by dribbling through any of the four gates.
2-on-1 Fast Break with a Chasing Defender
Two attackers push a fast break against a defender waiting at the basket while a second defender chases from behind with a few yards' head start against them.