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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.

PhaseMain activitie
Duration26 min
Ages12–14
SpaceField
EquipmentGiant die, foam javelins, Medicine ball (1 kg / 2 lb), rubber discuses, cones, measuring tape
IntensityModerate

How to play

  1. 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.
  2. 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).
  3. 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.
  4. One teammate measures, one records, and one collects equipment; roles switch every round.
  5. 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.
  6. To wrap up (2 min), each team explains which event went best and why.

Rules

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

Learning goals

Equipment for a class of 25

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.

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