Objective: Teams must travel move across space to obtain coins. Agility, endurance and strategy skills.
Equipment: Do Gooder Coins and rubber critters or other items to carry.
Directions: Divide class in half, divide one team into groups of three. Assign groups of three to different zones on the court. The other team must carry a critter and make their way through all zones. If they are tagged, they must return to the starting point and try again. If they make it through all zones, they are awarded a Do Gooder Coin. The team with the most coins wins. Have students switch zones.
• Divide class into half.
• Divide one team into groups of three.
• Assign groups of three to different zones on court.
• The other team must carry an animal and make their way through all zones.
• If they are tagged they must return to the starting point and try again.
• If they make it through all zones they are awarded one token.
• After five minutes the teams switch.
• The team with the most tokens wins.
Run for the Gold
Objective: To outscore opposing team by collecting as many coins as possible in an allotted time.
Equipment: Do Gooder Coins, bean bags, catching device-plastic gallon milk jugs with the bottom cut off or buckets, and music to play.
Directions: Divide class into squads with a squad leader facing the rest of the squad (in a single line) 10 feet away from the first person. When the music starts, the squad leader tosses the beanbag to the first person in line. That person catches the beanbag with the catching device, then passes the device to the next person in line, returns the beanbag to the squad leader and runs to the teacher to receive a coin. That player returns to end of their line with the coin. If that person does not catch the beanbag, they hand off equipment and go to the end of the line. Teams with the most coins when the music stops or coins are gone, wins. Rotate squad leader for who is tossing. Change the distance between tosser and catcher according to the age group.