Make-It-Up Games

We all know the important role that physical activity plays in helping children live a healthy lifestyle.  We also know that keeping a child interested, motivated and encouraged can often be a challenge.  The Make-It-Up program is designed to help you develop a child’s imagination as they participate in physical activities.  

Here are some games that you can teach to the children in your recreational facility.  These new and interesting activities are meant to enhance the physical activity options you are currently providing. But don’t stop with these games.  How about challenging your kids to come up with their own games and activities?  You might be surprised how inventive they can be.  Good luck!

Hip Hop Scotch
It’s old school meets new school.  Have the kids draw boxes just like hopscotch.  But instead of numbers, you have them write in dance moves, like spin, bounce, step, or shake.  They toss a rock.  Whatever dance it lands on, that’s their thing.  If it lands on a question mark, they can do anything.

KB Ball
It’s kickball on a basketball court.  Players take positions on the basketball court as if they were playing baseball (first base, second base, outfield, etc). The player on the opposing team kicks the ball as far as they can.  After the kick, the fielder who catches the ball has to shoot it through the nearest basket.  If the ball goes in and the kicker is not on base, they’re out. If it misses the basket, they keep on running.  Just like baseball, the object is to score by running all the bases and making it safely home.

Marco Water Polo
All you need is a pool and a ball. Whoever is “it” has the ball and yells “Marco!” with their eyes closed.  Everyone else yells “Polo!”  The player who is “it” throws the ball in the direction of someone they hear.  If the person catches the ball, the player who is “it” goes again.  If they drop the ball, they have to spin around in the water three times as fast as they can, and then they become “it.”

Crystal Ball
The object of the game is to catch the opposing team’s magic crystal ball and get it back safely to your team’s home base.  The crystal ball can be anything that is on hand (i.e. beach ball, tennis ball, red VERB™ Anyball, etc.).  The game starts with two teams.  Teams line up at their home base in front of their crystal ball at opposite ends of a court or field.  Each team tries to capture the others’ crystal ball without getting tagged by the opposing team.  If tagged, they must stand still (or hop in place, etc.) for 10 seconds; then they can resume playing.  Once a player captures the others’ crystal ball, the player yells out “freeze,” and all players must freeze in place.  The team who has the crystal ball must toss it from teammate to teammate until the crystal ball is safely placed at their home base.  If the crystal ball is dropped, the game starts over from the beginning.

High Low Relay
Using two different types of balls (i.e. tennis ball/volleyball, racquet ball/basketball, etc.) kids are paired up in teams of two and face their partner.  All the teams line up next to them in two long rows.  The first pair of kids each has a ball.  At the same time one will bounce or toss their ball low, the other high and they’ll each catch the other’s ball.  If they both successfully catch the ball, they pass the balls to the next pair in line and run to the end of the line.  If they don’t catch the ball, they’re out.  The game continues until there’s only one team remaining.  Those players that are out can start a new game using another two balls.

Knockout
All kids line up in one line that starts at the foul line of a basketball court.  The first two kids each have a basketball.  The first kid takes a foul shot.  If they make it, they run back to the end of the line.  If they miss, then they have to chase the ball and shoot from wherever they catch up to it.  The second person in line can shoot as soon as the first person releases their ball.  If the second person at the foul line makes a basket before the first shooter, they’re out.  If the first shooter makes a jump shot, they’re saved until the next round.

Hoop Toss (utilizes VERB™ folding Frisbee®)
This game is similar to a wide receiver running a football pattern and it’s played in teams of two.  One team member is the thrower and the other is the catcher.  The thrower tosses the Frisbee®, and their teammate scores by trying to get it to go through the hoop as they run.  Teams compete either for points or distance thrown.  Go ahead, encourage the kids to set their own world record.

Sponge Tag
This game can be played with multiple teams, preferably in an outside area.  Each team chooses a shape to cut out of construction paper (hearts, diamonds, squares, etc).  The shapes are taped or pinned to the back of the teammates’ shirts.  Then each team member is given a piece of sponge, which is dipped in a bucket of water.  The opposing teams then chase each other and, using the sponges, try to wet the shape on their opponents’ backs.  Once all the shapes on either team are wet, the game is over.

Red Ball Runnin’ (uses the red VERB™ Anyball)
The object of this relay race is to make it across the gym floor while keeping your VERB™ Anyball lit.  (Ball automatically lights up when bounced).  When the ball goes out, the player must stop and bounce it again so that it lights up.  The first team to complete the relay wins.  Variations can include Red Ball Runnin’ on scooters, skates, or in three-legged race formation.

Red Shark (Or Red Bull when played on land, using the red VERB™ Anyball)
All that’s needed is a pool and a VERB™ Anyball.  Whoever is “it” with the ball yells “Red” with their eyes closed.  Everyone else yells “Shark.”  Whoever is “it” then opens their eyes and claps or bounces the ball to make it light up.  They then have 20 seconds (or until the ball light goes out) to tag the nearest person.

Thumper
A group of kids stand in a circle.  Each kid makes up his or her own signature activity (i.e. dance, spin, hop, jump, etc.).  The first person starts by performing their own activity plus one of their peer’s activities (i.e. Mary hops and then chooses Steven’s activity: jump).  Then, it’s time for the next child to go.  (Steven jumps and then chooses Linda and does a dance move).  If the player whose turn it is can’t remember someone else’s activity, that player loses a turn and has to come up with a new signature activity.