Warm-Up Swap: Write It, Trade It, Lead It
Each group writes a six-exercise warm-up on a card, trades it with another group, and does the one it receives using only the written instructions; then it gives feedback to the authors. Students practice clear communication and warm-up structure.
How to play
- Make five groups of five. In 3 minutes, each group writes a six-exercise warm-up in order on a card, noting reps or time and adding a simple sketch if needed.
- Cards pass to the group on the right. Nobody may ask the authors questions: the receiving group has to figure it out by reading.
- Each group does the warm-up it received (5 min), taking turns reading each exercise out loud and leading it.
- Meanwhile, one member notes on the back which exercise was unclear and which worked best.
- Feedback (2 min): each group returns the card and takes 30 seconds to say whether the warm-up built from easy to hard and whether it was clear.
Rules
- The receiving group does exactly what the card says, unless it's unsafe.
- Feedback is respectful and includes one suggestion for improvement.
- Safety: if an exercise looks dangerous or confusing, check with the teacher before doing it.
Variations
Easier
Provide a template with the phases (mobility, activation, sport-specific) so students just fill in exercises.
Standard
Open six-exercise warm-up, swap, and peer feedback.
Harder
The card must target a specific sport without naming it, and the receiving group has to guess which one.
Adaptations
- Limited mobility: the group includes a seated option for each exercise, and the student can be the reader and leader.
- Dyslexia or reading difficulties: drawings or picture symbols may replace text.
- Lower fitness: the student may choose the easiest version of each exercise.
Learning goals
- Write a clear warm-up organized by phases.
- Interpret written instructions and put them into practice as a group.
- Give and receive constructive feedback.
Equipment for a class of 25
- cards: 5
- markers: 5
Teacher tip
Circulate while groups write to prevent unreadable cards. Keep the best cards to build a class warm-up file.
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