Equipment
Station Signs
Quickly change out different exercises or skill practice and repetition numbers for different grade levels between classes.
Quickly change out different exercises or skill practice and repetition numbers for different grade levels between classes.
Fast Nets
Set up quickly, and without large standards.
Works well for playing pickle ball.
Also great for younger students to use with a beach ball or lollypop paddles.
Set up quickly, and without large standards.
Works well for playing pickle ball.
Also great for younger students to use with a beach ball or lollypop paddles.
Jump Rope Trainers
Put your broken jump ropes to good use.
Great way to modify jump rope lessons for struggling students.
Put your broken jump ropes to good use.
Great way to modify jump rope lessons for struggling students.
Quick Set-up Soccer Goals
Works well playing without goalies.
When playing with goalies you can set up to goals side by side.
Works well playing without goalies.
When playing with goalies you can set up to goals side by side.
Token Run Board
Use for keeping score Cross Country style.
Each team has their own color token.
Runner's place their token on the lowest number available when they finish.
If a team has an extra runner throw out their highest place value.
Lowest score total wins.
Use for keeping score Cross Country style.
Each team has their own color token.
Runner's place their token on the lowest number available when they finish.
If a team has an extra runner throw out their highest place value.
Lowest score total wins.
Chinese Jump Rope
The object of the game is to complete a series of jumps and tricks without making a mistake. Each time a student finishes a series of moves, the rope moves up.
The rope starts around the student's ankles, then moves up to their knees, then up to their waists.
A player can't stop between moves. If he or she lands on the rope when their not supposed to, or doesn't complete a jump, they are out and it's the next student's turn.
The object of the game is to complete a series of jumps and tricks without making a mistake. Each time a student finishes a series of moves, the rope moves up.
The rope starts around the student's ankles, then moves up to their knees, then up to their waists.
A player can't stop between moves. If he or she lands on the rope when their not supposed to, or doesn't complete a jump, they are out and it's the next student's turn.