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Water Cycle Journey Dice Game

Each student is a water drop traveling among seven water cycle stations: roll the die, read where you go, and travel using the movement for that process. At the end, students compare their routes. Students practice locomotor skills while learning the water cycle.

PhaseMain activitie
Duration20 min
Ages8–12
SpaceOutdoor yard
EquipmentGiant die, Cardstock, cards, Pencil, cones
IntensityModerate

How to play

  1. Set up 7 stations with a cone and sign: ocean, cloud, river, glacier, soil, plant, and animal. Each has a large foam die and a destination card, such as at the ocean: 1-3 cloud, 4-6 stay (4 min).
  2. Explain the movements: evaporate to a cloud by tiptoeing and spinning, precipitate from a cloud by jumping, flow down a river by running, soak into the soil by bear crawling, and stay put by doing 10 squats.
  3. Give each student a passport card and a pencil, and start 3 or 4 students at each station.
  4. Each turn, the drop rolls the die, writes the station on the passport, and travels with the matching movement. If there is a line, wait by doing the movement in place (10 min, about 8 rolls).
  5. At the final whistle, each drop tells a partner about its journey: where it went, how many times it stayed, and which station it never visited (2 min).
  6. Class discussion: which station came up most, and why does water spend so long in the ocean? (4 min).

Rules

Variations

Easier

Use four stations (ocean, cloud, river, and soil) with arrows drawn on the cards.

Standard

Seven stations with their movements and the route passport.

Harder

Add a lake and groundwater station and record how long the drop spends at each one.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

You can swap foam dice for regular dice in a plastic jar so they do not roll away.

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