A collection of 192 games suitable for primary school students! It can be used directly during class breaks and class meetings.

1. Bamboo pole dancing is performed in a group of 3 people. Each person holds a rubber band in each hand instead of a bamboo pole. They kneel on their knees. The \”pole holder\” issues a unified command. Following the rhythm of the command, the \”bamboo pole\” in his hand is opened and closed continuously. The \”bamboo pole jumper\” jumps dexterously and gracefully as the bamboo pole opens and closes. 500 Detective Mystery Games Sherlock Holmes Ultra HD PDF2. Teams A, B, and C of the two teams skipping rope to win the handkerchief first tuck the corner of the handkerchief behind their collar, and then jump into the long rope one by one, looking for opportunities to grab the opponent\’s handkerchief while jumping. The first one to grab the handkerchief scores, and the team with the most points is win. If there is a tie, additional games will be played until the winner is determined. 3. Throw a water balloon to fill the balloon with water until it is as big as a cantaloupe, then tie it with a knot and seal it. Prepare a number of such water balloons. They are equally divided into two horizontal teams, A and B, standing opposite each other, with a distance of three meters between the teams and between rows. At the beginning, the leader of Team A throws the water polo to the leader of Team B. The other team carefully catches it and throws it back to the second player of Team A. The rest of the process continues until the water polo breaks, and then a new water polo is used to continue. Finally, the players who made the most mistakes are invited to perform a small show. . 4. There are more than 20 power transmission participants, sitting in a circle, leaning against each other and holding hands behind them. Choose one person to be the guesser. Choose three to four people in the circle to serve as power stations, and the spacing requirements are about the same. At the beginning of the game, any power station is selected to be responsible for generating electricity, and the power is transmitted in a clockwise (counterclockwise) direction by shaking hands. The next person receives the signal and transmits it in the same way. Whenever it is transmitted to the next power station, this person must send out a signal. The sound of \”Wave!\” was heard at the same time. The guesser must judge the time and location of the electric current reaching a certain power station based on careful observation. If the \”wave\” sound happens to happen with one finger, the guesser will switch roles with the power station. If he makes three mistakes, he will perform a short show. To add to the suspense and joy, the electricity can stay in anyone\’s hand for a moment, and the power station has the power to actually send electricity in reverse. 5. The Blind Statue consists of three children of the same gender in a group, who serve as blind sculptors, models and sculpture materials respectively. At the beginning, the model poses a shape, the blind sculptor uses his hands to understand the shape, and then shapes the \”sculpture material\” into the same shape. After finishing, take off the blindfold and see who assembles it faster and better. Afterwards, switch roles and play again, and finally discuss how you feel. 6. Bats and mosquitoes use indoor venues with large spaces. Everyone should first walk around visually to familiarize themselves with the environment. Everyone closes their eyes like a mosquito, puts their hands forward, walks slowly, and when they meet others, they say: \”I am a mosquito!\” They give each other a high-five, and then continue walking with their eyes closed. Among the players, only one was secretly identified as a bat by the host in advance. Whenever he met a mosquito and high-fived him, the mosquito was eaten and immediately reincarnated into a bat. In this way, as the process progresses, there may be more bats. However, when two bats meet, they both transform into mosquitoes at the same time. After the host announces the end of the game, everyone can talk about their experience of ecological balance. 7. In the plum blossom room, the participants are divided into two groups of equal number, and each person prepares a sandbag. Stand outside the first circle and the sixth circle respectively: first define several jumping methods. At the beginning, the first person in each group will jump in the order of 1, 2, 3, 4, 5 or 5, 4, 3, 2, 1 according to the first method. becomeAfter success, you will get 10 points. If you fail, you will quit. Then the second person in each group jumps according to the second method, and so on. The group with the most points is the champion. 8. Pulling the waist force, the two people stand facing each other with their feet flat, their upper bodies slightly leaning forward, their hands reaching towards the other person\’s shoulders and back, and hugging the other person\’s waist. After issuing the command, use the skill of pressing and lifting with both feet. Just pull the opponent up until both feet are off the ground to win. A best-of-three-game system can be used, and if the number of players is large, a elimination system can be used. 9. Stand like a pine and draw two parallel lines 50 cm apart on the ground, with each person standing on one side of the line. After standing still, your feet cannot move, and you stretch out your palms to touch them. After the order is issued, both parties use the skill of pushing forward and retreating backward to make the opponent\’s soles move away from their original positions to score points. 10. Square tug-of-war organizes 4 teams of 8 people each, and pulls the square rope in the middle from 4 different directions at the same time. The last member of each team who can pull out the small flag inserted at a certain distance first wins. If the stalemate lasts for more than 1 minute, the last player of each team closest to the flag will be the winner. 11. Everyone sat in a circle when handing the book. The host took a book and introduced it to everyone: \”This is a wonderful book. Sometimes it is clearly written together, but it is correct to say it is open.\” The scene was full of suspense. . Then, while saying: \”I will close the book and give it to you\” or \”I will open the book and give it to you\”, he will start passing it to the next person in a counterclockwise direction. When each person passes a book to the next person, he or she must indicate whether the book is closed or open. After a round, the host will judge everyone\’s right and wrong. Those who are right should not make it public and keep it a secret. Those who have made mistakes or are still unaware of the secrets can be passed around for fun. Finally, the host announced the answer: It turns out that judging whether a book is closed or opened is not based on the book, but on the cross* or openness of the passer\’s feet. The book is just a blindfold. 12. To pass the pass, two squares 2 meters apart will be drawn on each end of the site to represent the \”pass\”, and then connected with symmetrical lines to represent roads. Each road is 30 meters long. Divide the whole class into 8 teams and stand in columns behind their respective levels. After the order is given, the leaders of each team will run out from the mouth along the route. If two people meet on the same route, they can use their feet or hands to guess the game to determine the winner. The winner will continue to move forward. The loser will exit the game and quickly notify the second team to start immediately and compete again… …until one team kills several enemies in a row and rushes into the opponent\’s level. It is considered a victory. Then the opponent is switched and the game is played again. The team with more points in the end wins. 13. There is no limit to the number of people in each team in the standing circle. They can be freely combined or temporarily expanded. A rattan circle is placed in the open space. For safety reasons, several mats can be arranged around the rattan circle. First tell the students: This game requires everyone to work together and find ways to stand as many people as possible in the circle. The more people can be accommodated and the longer they persist, the winner will be. Once someone steps outside the circle, it is a mistake. You can conduct discussion, research and trial practice first. Once you have a certain degree of confidence, you can practice it with multiple teams at the same time. This sports game can inspire students to think actively and come up with various ingenious ideas. At the same time, it can also cultivate their cooperative spirit of mutual trust, consideration, care and help to others. Teachers don’t need to be too talkative and eager for results at first, and let students go through several rounds ofActivities, sum up experiences and lessons yourself, and improve the creativity of activities. 14. Each team in the horse-riding basketball game has 10 players, 6 of whom form two horses, 2 of whom serve as riders, and the remaining 2 serve as passers, and there is a referee. Playing basketball on the basketball court follows the rules of basketball. The difference is that the passer can only pass, receive and dribble, but is not allowed to shoot. The shooting task can only be completed by the rider. Riders can hold the ball and ride to the basket to shoot, but the shot will be invalid if the horse falls apart. The team that scores more baskets within the allotted 8 minutes wins. 15. In the continuous rebound relay, each team has an equal number of people, preferably 8 to 10 people, and they line up in a column in front of the penalty area of ​​the basketball court. At the beginning of the game, the leader of the line dribbles forward a few steps, jumps up and hits the rebound, then immediately steps back and returns to the end of the line. At the same time, row two runs forward and jumps, catches the ball in the air, and hits the backboard before it hits the ground… Then switch to rows three, four, and five, asking the ball to hit the backboard continuously without falling to the ground. Continue the cycle nervously until you make a mistake. Each team does it in turn or on several baskets, and the team with the most successes is ranked first. 16. For handball, draw an 8-meter-long and 4-meter-wide field on the ground, with two schoolbags at each end serving as goals. Teams A and B each have three people. After the order is given, start from the center line and roll a rubber solid ball with your hands. If it rolls into the opponent\’s goal, you will get one point. The rules are that the ball is not allowed to leave the ground, and the feet cannot touch the ball. If it goes out of bounds, the opponent will serve. Each game lasts for 3 minutes. The team with more points wins. 17. Each team of the snack machine faces each other in two horizontal lines, with their arms stretched forward and palms upward, and they pull together with the person opposite to form a conveyor belt. Each person names a snack. After the order is given, the leader of the queue lies on his back on the conveyor belt with the help of two staff members. Everyone shouts the name of the snack and throws him forward with all his strength. When he reaches the other end, the last two people help him return to the ground and stand. At the end of the tape. Then proceed from row 2 until everyone has had a snack. 18. There are 10 people in each team of the artificial pyramid. First, 4 larger people are selected to be responsible for the bottom of the tower. The posture is: kneel on the ground and bend over, press the hands on the ground, try to keep the back as straight as possible, and the 4 people are arranged in a row close to each other. Then three people carefully climbed onto the backs of the four people in the same posture, with their knees and calves flat on their backs, shoulders and muscular parts respectively. Then two people climb up to the third level, and finally the lighter one climbs up to the top level, stacking them into a pyramid. After that, everyone fell down together and piled into a ball, extremely happy! 19. Each team of 12 people in the space roaming team sits in a circle facing the center of the circle, with their feet together and extending towards the center of the circle. First select one person to stand in the middle of the circle, close your eyes, relax your whole body, imagine that you are in a state of weightlessness in space, and fall in any direction with your feet as the fulcrum. When he falls, the people around him should push him away from the weightless state. The other way around, so that he doesn\’t fall to the ground and can swing freely in the circle, feeling comfortable and creating the feeling of wandering through space. Each person takes turns to try it once. After mastering it, the circle can be enlarged to enhance the fun. 20. Wind Blowing Willows A small group forms a small circle, facing the center of the circle and moving closer to each other, with feet spread forward and backward, hands placed on the chest, palms facing forward. One person stands in the circle, puts his hands on his chest, closes his eyes, and relaxes his whole body, imagine that you are a willow in the wind, swaying with the wind. People around him can gently push his upper body to give him the feeling of the swing of the willow tree. Until everyone has tried it. twenty one. In Guessing and Stomping, two people stand opposite each other, guessing with their hands, and rock, paper, scissors. The winner can immediately use his foot to step on the opponent, and the opponent can dodge quickly and quickly. Then he can guess and step again. Within the specified time, the winner will step on the opponent. The opponent with more times wins. twenty two. When guessing coins, everyone sits in a circle and chooses one person to be the guesser. The game begins and everyone sings: Coin, coin, you are so strange, passed around without a trace, so strange, indeed strange, there is a friend standing in the middle of the field ! At the same time, raise your left hand to the side with the palm of your hand facing upward. Use your right hand to make a confusing movement of picking up a coin from the palm of the person on the right, and put it on your left hand. In fact, there is only one coin. It can be a real pass or a fake pass. After singing three times in a row, everyone will hold out their hands and the middleman will guess. If they guess correctly, they can exchange places with the person holding the coin. If they fail to guess three times, they will perform a short show. twenty three. The futsal court utilizes the basketball court. The goal is 1.3 meters wide and 1 meter high. There is only a goal area and no penalty area. 2 meters outside the goal post, draw a 3-meter straight line perpendicular to the end line in each direction of the field, and then connect the two ends, parallel to the end line, which is the goal area. Draw an arc with a radius of 50 cm on each of the four corners to form the corner kick area. The penalty kick point is 7 meters from the center of the end line and the average field width is 5 centimeters, measured from the outer edge of the line. Other rules are basically the same. twenty four. \”Basketball and Table Tennis\” method: Players form a circle. When the game starts, the teacher assigns any one person to start the game in a counterclockwise or clockwise direction. The first person says: \”Basketball!\” and at the same time makes a table tennis ball look with both hands. The second person should then say, \”Ping Pong!\” while making a basketball look with both hands. This is done alternately. If someone makes a mistake, there must be a show for everyone. Then continue the game starting with the person where the error occurred. Rules: ① Speech and gestures must be performed at the same time. ② The pause between the two people before and after cannot be too long, otherwise it will be a failure. Teaching suggestions: You can also use talking about height, fatness, etc., and make opposite movements to play the game. 25. Queue practice method: Players form a circle. When the game starts, the teacher designates any one person to start the game in the counterclockwise or clockwise direction. The first person says: \”Stand at attention!\” and looks like he is taking a rest. The second person should then say: \”Take a break!\” while standing still. . The third person should then say: \”Turn left!\” and at the same time turn right. The fourth person then said: \”Turn right\” and turned left at the same time. This is done alternately. If someone makes a mistake, there must be a show for everyone. Then continue the game starting with the person where the error occurred. Rules: ① Speech and action must be performed at the same time. ② The pause between the two people before and after cannot be too long, otherwise it will be a failure. 26. Pointing method: The player points to the tip of his nose with his index finger. At the beginning of the game, the player must give himself seven passwords continuously and without interruption, such as \”eyes-ears-hair-mouth-eyebrows-teeth-throat\”, etc. While issuing each password, the index finger must point to the wrong part. As long as one of the seven passwords has the same words and deeds,To. It is a failure, and the loser must perform a show for everyone. Rules: Actions must be in place and clear, otherwise it is a failure. You can choose one of the following three methods: one-on-one competition, 3 times 2 wins a. Two people face each other, stand with feet left and right, toes touching the toes of the opponent, arms bent in front of the chest, palms facing forward Put your opponent\’s palms together. After the teacher blows the whistle, the two people push each other hard with one palm to force the opponent to move to win. b. Two people face each other with their arms open to the left and right. After the teacher gives the order, the two people push each other\’s palms to make the other party lose their balance and win. Fake movements can be used during mutual pushing. c. Two people face each other, one step apart, each lifts his left foot and holds his left ankle joint with his left hand, and stands on his right foot. After the teacher gives the order, the two people push each other with their right hands to force the other party\’s left foot to touch the ground to win. Method a: Students jog along the circle. During the running, after the teacher gives the command \”several people in a group\”, several people quickly put their hands together, and the extra students are considered failures. Rules: 1. Keep distance while running. 2. Allow disruptive queue active combinations. Requirements: Quick response and active running. Method b: All students walk counterclockwise. After counting from 1 to 4, everyone remembers their own number. When the teacher calls \”2\”, all the students with the number 2 immediately run forward, chasing the partner with the number 2 in front of them, and return to their original position after running around for a circle. Rules: 1. When chasing, all runs should be carried out within 1 to 2 meters outside the circle. No running within the circle or shuttle, and no running into the distance. 2. If the hand touches any part of the former, it will be counted as caught, but it is not allowed to hit the companion. Requirements: Students who are not chasing should still keep a certain distance and not interfere with others\’ pursuit. Method c: The whole class stands in a circle, counts from 1 to 2, and jogs counterclockwise. When the teacher calls \”1\”, all the students who count \”1\” will stop and stand on the spot, and the students who count \”2\” will run forward in an \”S\” shape around the number \”1\”. When the teacher calls \”2\”, the students who count to \”2\” stop and stand, and the students who count to \”1\” run forward in an \”S\” snake shape around the number of \”2\”. Rules: 1. After calling a certain number, the student is not allowed to run forward. 2. The speed cannot be changed and the speed cannot be exceeded. 3. Those who stop and stand must not intentionally block runners. Requirements: Pay attention to the signal, start and stop quickly, and keep intervals. Method d: Each person uses a skipping rope to form a rope circle on the ground. The rope circles are randomly distributed within the specified range, but the distance between the circles is at least 1 meter. The teacher does not have a rope and does not make circles. Under the leadership of the teacher, they began to do various preparatory activities on the passage between the circles. When the teacher suddenly issued a command, the teacher and the students immediately occupied a circle. Those who did not occupy the circle were considered failures. Rules: 1. When preparing for activities during the march, you are not allowed to pass through the circle. 2. Those who advance in the circle will be counted as occupying. 3. Pushing, squeezing and other intrusive and foul actions are not allowed during preemption. Requirement: Always pay attention to the movements of the leader when doing exercises. Method e: The teacher stands in the center of the circle. Students travel counterclockwise. When the teacher raises his hands up, the students do a pointe walk; when the teacher raises his hands down, the students do a dwarf walk; when the teacher raises his right hand sideways, the students face the center of the circle and do side jumps to the right. When the teacher raises his left hand to the side, the students face the center of the circle and do a side jump to the left. Rules: Always look at the teacher during the movements and do not imitate others. Require:Reactions must be quick, and changes must be made quickly and accurately. Note: When doing it for the second time, the teacher’s movements remain unchanged, and the students’ movements are reversed, that is, the teacher raises his hand and the students take short steps; the teacher raises his hands and the students take pointe steps; the teacher raises his right hand sideways, and the students face the center of the circle and toward the center of the circle. Jump left side by side; the teacher raises his left hand to the side and the students do the opposite. 27. Liberation Relay 1. Game preparation: Choose a basketball court and prepare two 70cm long ropes. Tie a loop knot at both ends of each rope and place them on the ground on both sides of the midline. 2. Game method: Divide the players into two teams of equal numbers. One person from each team stands on both sides of the same end line, and the remaining students form a column and stand behind the other end line. After the competition command is given, the heads of the two rows run to the center line, put the two thumbs into the circle at the end of the rope and hold it, insert the left (right) leg behind the rope from the outside of the left (right) arm, and then pull the rope over the head with the right (left) hand. Come around behind your back and pull out your right (left) leg. After the rope is put back in place, run to the opposite end line, hold hands with your partner (hands on the opposite side are hooked), cross the left or right leg over the hand, and then pull out the right (left) leg and take over the original person\’s task. The original person ran back to the starting point, high-fived the second person, and then rested at the end of the line. After receiving the high-five signal, the second person does the same action. Proceed in this order, the team that finishes first wins. 3. Game rules: 1. If there is no competition password or high-five signal, the game will be invalid. 2. Follow the prescribed order and follow standardized actions. 4. Teaching suggestions: 1. During games, boys and girls should be separated. 2. Suitable for junior high school students. 28. Railway Building 1. Preparation for the game: Draw a starting line on the field, and place 4 small flags side by side 5 meters in front of the line (depending on the number of teams) with a spacing of 2 to 3 meters. Place a solid ball 25 meters in front of the small flag and hold as many as you can. 2. Game method: Divide the players into four teams of equal numbers. Each player holds a gymnastics stick and stands behind the starting line. After the referee gives the order, the first person of each team runs to the small flag with the gymnastics stick and holds the gymnastics stick. Put it on the ground as a \”tie\” or \”rail\”, then run forward quickly, go around the solid ball and run back to your team, clap the second person\’s hand and stand at the end of the team; the second person runs past the small flag and holds the gymnastic stick with it. The predecessors also participated in setting up the road, and ran back to pat the third person\’s hand. This is done in sequence, and in the end the team that builds the railway quickly, neatly and well will win. 3. Game rules: 1. The built \”railway\” looks like a railway, but it is a mistake to place it randomly or not like a railway. 2. The last person can only run after high-fiving the first person. 4. Teaching suggestions: 1. There are no specific regulations on railway construction methods, allowing players to plan and construct on their own. 2. After the railway is built, the players can also be arranged into a column, with their left hands on their shoulders and their right hands holding their right elbows. They start from the starting line. The leader runs to the red flag, picks up the red flag and raises it to move forward. The remaining players imitate the rotation of a wheel with their right hands and run around the medicine ball through the railway line back to the starting point. The one who returns to the starting point first and has a neat team wins. 29. Sowing (1) Game Purpose: Develop students\’ speed and agility, and cultivate their rapid and coordinated abilities. (2) Preparation work: 1. On the volleyball or basketball court, draw 5 circles with a diameter of 1 meter at the center and four corners of the two halves of the court. 2. 8 small sandbags, placed in groups of 4 in the two middle circles. (3) Game progress: TeacherStudents can be divided into two teams of equal numbers, each facing the field in columns, standing outside the center points of the two end lines. The game starts. After hearing the teacher\’s order, the leader runs to the middle circle, picks up a sandbag, and puts the sandbag into circle No. 1 using a step and step running method; then returns to the center circle, picks up another sandbag, and does the same as before. Place the sandbags into circle No. 2, and so on. After placing the four sandbags, run into the center circle and then return to the team. After patting the second person\’s hand, stand at the end of the team. The second person collects the sandbags one by one in the center circle in the previous order, and then runs back to the team. The whole team separates and collects the sandbags in sequence. The team that finishes first wins. (4) Game rules: 1. The sandbag must be put into the circle and is not allowed to be thrown. If it cannot be put in, it must be placed before it can continue downward. 2. Every time you take or place a sandbag, you must have one foot in the circle. 3. When substituting, the second player must give a high-five before starting. (5) Teaching suggestions: 1. The number of sandbags and circles can be increased or decreased appropriately. 2. What steps to use can be changed according to the situation. 30. Purpose of the game of chasing people with the ball (1): to train students to start and stop quickly and develop their speed and dexterity. (2) Preparation work: 1. Draw a center point on the field, take this point as the center, and then draw an equilateral triangle 3 meters away from the corner top. 2. Place a solid ball at the center point of the triangle. 3. Place 3 grenades or other pillars at the top corners of the triangle. (3) How to play the game: The teacher can divide the students into three teams A, B, and C with equal numbers. Each team should form a column facing the center point and stand two meters behind the corner pillar or grenade. The game starts with each team standing in the top corner, ready to start. After the teacher gives the order, each team lines up to run and touch the ball according to the prescribed route; A chases B, B chases C, and C chases A. When they catch up (pat their backs with their hands) before running around in a circle and returning to the original place, it is considered as The team gets 1 point, and then stands at the end of the team; the second student proceeds in the same way until the whole team finishes, and the team with more points wins. (4) Game rules: 1. When chasing a shot, you must run around the pillars and touch the ball according to regulations. 2. When touching the ball, the ball must not roll. If the ball is moved, it must be put back to its original place before continuing to run. (5) Teaching suggestions: The triangles in this game can be changed to quadrilaterals, pentagons, etc., and divided into teams according to the number of corners to increase the number of players in the game. 31. Purpose of shuttle run: develop flexibility and judgment skills. Preparation: A piece of space. Method: Divide students into two teams, A and B, with equal numbers. The two teams stand two meters apart from each other in a column. At the beginning of the game, Team B continuously and quickly changed directions and performed positioning exercises according to the teacher\’s movements. The members of Team A make a curved shuttle run between everyone in Team B. When all the members of Team A pass, the two teams exchange tasks at the same time. Rules: Team B members must perform unified exercises according to the teacher\’s movements, and may not intentionally hit members of Team A. When members of team A pass by, they are not allowed to touch members of team B. Anyone who touches them once will lose 1 point. However, if it is difficult to pass, you can stop for a moment and wait for action. The player with the least negative points wins. Purpose: Develop speed, agility and strength. Preparation: A square site of 15-20 meters. Method: Select students’1/3 will be the chasers and the rest will be the chased. Within the venue, a circle with a diameter of 1.5 meters will be drawn as a restricted area. After starting, the chaser will send the caught chased person to the penalty area. The chased person who has not been caught can try to avoid the chaser and rescue the people in the restricted area by clapping with his hands. Rules: The chaser is caught if he slaps it with his hand. People within the restricted area are not allowed to leave on their own. 32. Purpose of circular curve running: improve running ability. Preparation: Students hold hands and form a circle. Method: Students use the first and second counting methods to divide into two groups, A and B, to take turns doing \”obstacle\” and curve running. Do various exercises according to the prescribed number of laps and requirements, and the team with the least time to return to the original position wins. The two groups perform exercises alternately, and the method can be continuously changed to increase or decrease the difficulty according to the situation. Rules: 1. The \”obstacle\” should stand on the circle. 2. Curve runners should do a variety of exercises as required. 33. Listening to signals Purpose: To develop sensitivity. Preparation: Volleyball court or open space. Method: Divide students into two teams, A and B, with equal numbers. When the game starts, the teacher blows a whistle and the timer starts, and the members of Team A chase and shoot the members of Team B. When the teacher blows two whistles, the members of team B pat the members of team A in turn. When the teacher blows the third whistle, all students should stand still. When the game reaches a certain time, the player who has photographed the opponent more times wins. When calculating the collective score, the individual scores of each team are added up, and the team with more points wins. Rules: Only after hearing the teacher\’s whistle can you perform the prescribed actions. Runaways must run within the prescribed area, and those who stray outside will be photographed and punished. 34. Purpose of shouting and chasing people: to develop speed and reaction ability. Preparation: On the open space, draw a circle with a diameter of 10 meters. Method: Students stand in a circle and count from 1 to 4 from the front, asking everyone to remember their own number. At the beginning of the game, everyone jogs along the circle in the prescribed direction. When the teacher calls the number \”a certain number\” while running, the person with that number immediately leaves the team and sprints forward along the circle from outside the team to catch up with the person with the same number in front. If you touch the person with the same number in front with your hand before running back to the original position, you will get 1 point. If you cannot catch up, you will return to the team when you reach your original position and start again. Rules: The chaser must run from outside the circle. Those who do not hear the signal are not allowed to block it. 35. Circle relay purpose: to develop speed. Preparation: Draw a circle with a diameter of 10 meters on the field. Method: Divide students into two groups with equal numbers. The first person in each group stands behind the starting line and takes a good starting position. After hearing the teacher\’s command, start quickly and run around the outside of the circle in a counter-clockwise direction. When the opponent\’s team members cross the starting line, the second person on the team goes outside the circle and stands behind the starting line, preparing to start. When the runner\’s hand touches the relay\’s hand, the relay will start quickly and proceed in sequence. The last person to reach the starting line of his team first wins. Rules: It is a foul to step on or into the circle while running. Those who fail to catch the shot and jump ahead will be asked to start again. It is a foul to interfere with the opponent\’s runner by standing on the starting line too early. 36. The purpose of snake fighting: to develop the quality of agility. Preparation: According to the number of students, divide them into several groups equally, so that each group has between 5-10 people. Method: Each group stands in a row, and the person behind hugs the waist of the person in front to form a whole group. game startedAfter the order is given, each group fights with each other. If the leader of one group catches the tail of another group, the caught group will be eliminated immediately. In the end, the group whose tail is not caught is the winner. Rules: If you are caught by the tail, you will be eliminated. When the snake\’s waist is disconnected, it is invalid if the head of the row catches the tail of another group of rows. 37. The purpose of the game is to develop agility and speed. Cultivate the spirit of overcoming difficulties and the ability to judge time and space. Game method: Draw two parallel lines 25 meters apart, draw a parallel line 3 meters long every 5 meters in the middle, and draw a circle with a diameter of 2 meters at one end of each short line. Divide the students into 4-6 teams of equal numbers; in the first round, the first team will guard the \”Guan\” first, and the \”Guan\” team will hold a long rope in each two rows and stand at appropriate positions at both ends of the four short lines to form four lanes. There is a defensive \”off\”, and the rest serve as referees; the second, third, and fourth teams stand behind the horizontal line at one end of the field. At the beginning of the game, each \”level\” begins to swing the rope in the same direction and count at the same time, counting to 5! When the time comes, the second team begins to tackle the key points. The researchers can use various methods to pass the swinging long rope (such as jumping over, running under the rope). The person who can safely pass the four \”passes\” without being touched by the rope is called \” \”Break the level\” and get 1 point; if you touch the long rope when attacking the \”level\”, you will be caught. You should exit the game and stand in the small circle next to the \”level\”; after the second team has finished, stand on the other end behind the line; then the third and fourth teams attack the \”pass\” in turn, and the team with the most points is ranked first. The above is one round of competition, and a round robin can also be held to calculate the scores of each team. The team with the most points or the team that seizes the \”pass\” The team with more players wins. Rules of the game: The rope shaker must shake the rope in the specified direction, amplitude and appropriate rhythm, and must not move faster or slower, or change the speed of the rope shaker; when the rope shaker counts to \”5!\”, the team attacking the \”pass\” must attack in time. \”Close\”, no delay. Team members are not allowed to go around the \”pass\”. 38. The purpose of the shadow stepping game is to develop students\’ ability to run quickly and their ability to react quickly. Game method: Each pair of students form a group and carry out game activities in the specified area. One person runs and dodges, and the other person steps on the shadow of the running classmate\’s head. After stepping on it, they switch. Game rules: 1. Activities must be carried out in the specified activity area. 2. When stepping on shadows, you can only step on the shadows of running classmates’ heads. 3. Students who step on the shadow are not allowed to use their hands to pull up the running students. 39. The purpose of the net fishing game is to develop students\’ fast running qualities, coordination and dodge abilities, improve students\’ cardiopulmonary function, and cultivate the spirit of unity and cooperation among group members. Venue equipment: A flat surface the size of a basketball court. Game method: Divide (boys or girls) into two teams of equal numbers, and both sides guess the roles of fishermen and fish. Fishermen must build nets for fishing with 3 or more people, and are not allowed to catch fish. The fish can run freely in the prescribed area. The fish basket is set up in a corner of the field, and the caught fish cannot run away in the fish basket. Game rules: 1. When the fish swims outside the venue, it is caught by the fishermen, and the fishermen catch it in the fish basket. 2. When a single or two fishermen catch a fish, the fish can refuse to be caught and tell the referee not to count. 3. The game adopts a best-of-3-game system. Game penalty: The losing pair sings two duets for the winning opponent.campus song. Game suggestion: Expand the venue and uncaught fish can save the caught fish (both parties can clap their hands) to increase the amount of exercise 40. The purpose of the circle chasing game is to focus students\’ attention, improve their quick reaction and running abilities, and cultivate a positive and enterprising spirit. Game preparation: 1. Game equipment: 6 handkerchiefs. 2. Venue: Draw a circle on a flat venue, the diameter of which depends on the number of participants. Game method: The players stand on the circle (facing the center of the circle), one arm apart from the left and right, and the teacher stands at the center of the circle. 6 handkerchiefs are distributed equally to the players. During the game, players pass handkerchiefs one by one in a counter-clockwise direction. When the whistle is heard, the player holding the handkerchief quickly starts chasing the player in front in a counter-clockwise direction. If he catches up within one circle, the player who is being chased will lose. , if they cannot catch up within one circle, all players running with handkerchiefs will return to their original positions and continue passing the game. Game rules: (1) When passing handkerchiefs, handkerchiefs must be passed from hand to hand, and no throwing is allowed. (2) Do not stay away from the circle when chasing shots. (3) Those pursuing the photo are not allowed to push, pull, or hit the opponent with force. (4) The player must hold a handkerchief to chase the shot, otherwise the chase shot will be invalid. 1. Game preparation: Draw a large circle with a radius of 6 meters on the field, and draw 6 small circles with a radius of 50 cm at equal intervals 5 meters away from the large circle. Draw six small circles with a radius of 50 cm 8 meters away from the big circle, equally spaced from each other. 2. Game method: There are 14 players. Number one and two. Each player will number a number (number 1 or number 2) and hold hands facing the center of the big circle. At the beginning of the game, the teacher blows the whistle once and walks counterclockwise, and blows the whistle twice and walks clockwise. At the appropriate time, the teacher first says the name of a province, then the name of the provincial capital, or the name of the provincial capital first and then the name of the province. The person who speaks first is No. 1, and the person who speaks last is No. 2. After the whistle blows three times, the person with the name of the province immediately runs to occupy the small circle in the outer circle, and the person with the provincial capital immediately runs to occupy the small circle in the inner circle. The person who did not occupy the small circle will perform a small show for everyone, and the game will start again. 3. Game rules: You must whistle three times to occupy the circle. When occupying the circle, you are not allowed to push or pull your companions. 4. Teaching method suggestions: The teacher first explains the game methods and rules, and then officially starts the game after practice. 41. Rules for picking watermelons: Choose one child to be the melon bearer, and the others will squat on the ground to be watermelons. At the beginning of the game, the person who chooses the watermelon can run up to anyone, pat the head gently and ask: \”Is the watermelon ripe?\” If the person who is sent does not want to be the chaser, he can answer: \”Not ripe!\” If the person who shoots the picture is willing to be the chaser, he can say: \”The watermelon is ripe!\” and he can immediately stand up and chase the person who chooses the melon. Once caught, the picker will put on a show. When the melon picker gets tired of running, he can squat down and become a watermelon. At this time, the chaser becomes the melon picker, and the game can start again at this time. 42. The order of playing 7 up and 8 down is as follows: 1 2 4 3 5 6 When it reaches 7, don\’t speak and use your fingers to move up. When it reaches 8, point down again. 9 10 J Q K If there is no A, just go to Xiao Wang. When Xiao Wang is finished, it will be the moon. When the moon is over, just use your hands to compare it with a garden. But never say the word garden. After you finish saying garden, you can say it casually. For example, the garden I mentioned. After you say the word garden, the next person can say it.You can directly use your finger to go up, and then whoever is behind will point down, and then 9, 10,,,,, and so on. Remember that 3 and 4 are reversed. But as a student, you can put J Q K Xiao Wang, for example 9 10 11 12 13 is followed by words like the moon or apple. The order is for each person to say a number. The first person says 1, the second person says 2 and so on. You can punish the person who made the mistake. He makes suggestions about physical education classes and so on. If everyone is not satisfied with the suggestions made, everyone can ask the person who made the mistake a question. There is no limit to the question, and it must be answered. That\’s all, it can help you. 43. Guess the leader 1. How to play: Click the student who guessed the leader to go outside. The teacher will name this student as the leader. With the light music or students singing, the whole class will follow the changing movements of the leader. The student who guessed the leader will start guessing the leader. People can guess three times. If they guess correctly, the leader will perform a show or sing a song. If they fail to guess correctly three times, the student who guessed the leader will perform. 2. Game requirements: The leader can do actions such as brushing teeth, listening attentively, washing hands, blowing the trumpet, playing the erhu, etc., and constantly changes, and the whole class will immediately follow the changes. All students in the class must abide by the rules of the game, and are not allowed to hint or point to the students who guess the leader. People can also do it by the teachers themselves. 44. Pass the secret password 1. Game method: The whole class is divided into several groups of equal numbers. It can also be played in natural groups. The teacher whispers a password to the first student in each group, such as \”assemble\”, \”stand at attention\”, \”take a rest\”, \”step\”. \”Wait, the teacher said, start, the first student in each group whispers to the second student in the same group, and then pass it on in turn. The last student will write the password received on the blackboard. Finally, the teacher will decide which group has the best password. Quick, the password is the most accurate. 2. Game requirements: When each group whispers the password, students in other groups cannot hear it. If they hear it, the group\’s secret will be leaked and the group will be judged to have failed. The group that receives the password the fastest and is the most accurate wins. 45. Painting the football field 1. Game method: The whole class is divided into several groups of equal number. After the teacher gives the order, the first person in each group runs to the blackboard to draw the first line of the football field. He hands the pen to the second student in the same group, and the second student also draws. A line is drawn, and so on, in order to see which group of football fields is drawn first. 2. Game requirements: You can use chalk on the blackboard, or you can use ballpoint pens or pencils to draw on paper. Each person can only draw one line such as \”mouth\” and must draw four strokes. The teacher judges that the group that draws the fastest and best wins. . 46. Flood fighting and emergency rescue 1. Game method: Divide the students into several groups of equal number. Each student holds his schoolbag in front of his chest and stands in a column. After the teacher gives the order, the leading student of each group places the schoolbag at the \”dangerous place on the river embankment\” designated by the teacher, and then runs back. This group hits the schoolbag of the second student in the group and stands at the end. The second student puts the schoolbag on top of the student\’s schoolbag in front of him, and the others follow in sequence to arrange the schoolbags into a stack. 2. Game requirements: The schoolbags must be folded and cannot fall over. The teacher requires students to put their schoolbags as seriously as fighting floods and rescue operations, and to ensure the safety of the embankment.The team with the fastest and best placement wins. 47. Attach a piece of cardboard to the nose and draw an elephant without a trunk. Use another piece of cardboard to draw an elephant trunk. Draw a white line 2 meters away from the elephant as the starting line. The game begins with the player holding an elephant trunk, standing outside the white line, and then covering his eyes with a towel. After covering yourself, walk towards the elephant, stand where you think you can touch the elephant, and then stick the elephant\’s trunk to the elephant\’s head. You can only stick it once. Place your nose exactly where it should be to win 1 prize ticket. 48. The blindfolded markers draw a line in two places 5 meters apart. The players stand on the two lines facing each other, holding a cymbal in each left hand. When the game begins, the player\’s eyes are covered with a towel or brain case. Then give the order to move forward. When they meet, the commander gives the order to strike the cymbals. The players hit the opponent\’s cymbal with the cymbal of their left hand at the same time. If they hit, each player will get a prize ticket. 49. The value of pull-up wrestling movements: develop and improve special arm strength for pull-ups. Action method: Two people stand opposite each other, with their feet touching each other and each hand pulling each other. Then they pull each other hard to see who can pull the other towards their side. The one who pulls the opponent over wins. Note: When pulling, the feet of both sides should always touch each other and cannot move. The hands should be held tightly and not loosened to avoid falling and injuries. After practicing one arm, practice the other arm. Practice both arms. 50. The value of pull-up exercises: develop and improve special arm strength for pull-ups. Action method: Two people sit facing each other, their feet touch each other, and their hands are tightened. Then both of them pull back hard at the same time, and the one who pulls the other up wins. Note: After listening to the unified password, both parties pull hard at the same time. Neither party is allowed to let go when pulling each other, and anyone who lets go is considered a failure. Practice is best done on soft soil or grass. 51. The value of rope pulling competition movements: develop and improve special arm strength for pull-ups. Action method: Two people stand facing each other, draw a line in front of each foot, 50 to 60 centimeters apart, and hold a strong short rope at the same time. Then the two people pull back hard at the same time, and the one who pulls the opponent over the line wins. Note: Only after listening to the unified password can both parties pull hard. Don\’t let go when pulling each other to prevent the opponent from falling. Anyone who lets go will be considered a failure. 52. Sit-ups are more valuable than fast movements: Develop the strength, speed and endurance of sit-ups. Action method: Lie on your back, clasp your head with the fingers of both hands interlocked behind your head, bend your knees, make the big and small legs form a right angle, and have your partner hold down your feet. During the movement, draw in the abdomen and bend the back, lean the upper body forward to sit up, draw the elbows inward to touch the knees, and then return to the supine preparation position. During the competition, students who press their feet will count, and one person will give the order and time will be counted. It can be done from 30 seconds to 1 minute. During this time, whoever does more will win. Note: It can be performed on the bed or mat. The movements must be accurate during the competition. Inaccurate movements will not be counted. Listen to the starting command to start the game, and listen to the unified password to end. 53. Snow Games – Breakthrough The winter in the northern region is cold and it often snows. Due to climate change, many schools have affected the normal conduct of outdoor physical education classes. On the basis of general games, we created the \”Snow Level\” game, which has good exercise effects and is very interesting, and is very popular among students. 1. Game functions: YesIt helps to cultivate students\’ wit, bravery and tenacious fighting spirit, improve students\’ sense of competition and group awareness, and enhance students\’ cardiopulmonary function and running ability. 2. Game method: Divide students into two teams, A and B, with equal numbers. The offensive team and the defensive team are determined by drawing lots. If Team A is the defensive team, Team A will divide its members into two groups of equal numbers and stand on both sides of the rectangular field. The students of Team B stood behind the starting line and prepared to \”break through\”. When the teacher gives the signal to start the attack, the members of Team B quickly rush to the finish line; the members of Team A use homemade snowballs (or sandbags) to throw at the members of Team B. The members of Team B who are hit will be considered as failed and eliminated. After being eliminated, the player who crossed the finish line without being hit will be counted as successful, and the number of successful players will be counted. Then switch the offensive and defensive roles. In the end, see which team has the most people passing the level. 3. Game venue: The pass is 15 meters wide and 25 meters long. 4. Game rules: 1. When an offensive player breaks through a barrier, the front and rear players should keep a distance of 2-3 meters; 2. After an offensive player is hit, he must consciously exit the playing field from both sides and must not cover members of the same team to break through the barrier; 3. Defensive players should throw snowballs outside the restricted line. 4. The defensive player can only hit the offensive player below the chest. 5. Teaching tips: This game can also be changed to a timed game. Within the specified time, after the offensive player is hit, he can run back to the end of the team from the outside to continue participating in the game. After the player who successfully breaks through the level scores (1 person (1 point for passing a level)), you can also run back to the end of the team from the sidelines to continue participating in the game. After the specified time is up, the final score is tallied, and then the offensive and defensive roles are swapped. 54. The purpose of the siege game is to cultivate students’ spirit of wit, bravery and fighting spirit. Game method: Divide the whole class into two teams, A and B, with equal numbers. The number of offensive and defensive members of each team is arranged by themselves. After hearing the \”start\” signal from the teacher, the offensive members of both sides try their best to follow their own offensive route to the opponent\’s marching camp to assemble, and then launch an attack on the opponent\’s base camp. The side that touches the opponent\’s headquarters first wins. After the game starts, the defensive players of both sides can use push-pull methods to push or pull the opponent\’s players out of their path to eliminate them (based on the position of the player\’s feet, as long as he steps into the camp, it is safe). When the opponent\’s offensive players invade their own base camp, the defensive players can push or hug them to expel them. At the same time, the offensive players who enter the opponent\’s base camp can also expel their defensive players outwards in order to reach the opponent\’s headquarters. The referees are teachers and trainee students. Game rules: 1. Players on both sides must hear the signal before they can act. 2 Both sides are safe in the camp area. 3. The referee must promptly announce the name of the outgoing player and prompt him to withdraw immediately. 4 During the game, players can only push, pull, and hold, and are not allowed to hit each other. 5 The attacking defenders of each side are interchangeable. 55. How to play with a group of dragons: Several people are divided into a group, and 2 to 3 groups grab inflatable plastic balls or water polo in the water. The ball holder passes the ball to his teammates, and the people in other groups defend and grab the ball to compare. The team holds the ball for a long time. Purpose: To further master the skills of balancing in water and lying down and getting up in water. 56. How to pick up treasures underwater: 5 meters away from the students, in waist-deep water, throw some small colored rubbers. After the command is given, the students pick up as quickly as possible. They are only allowed to pick up one piece at a time. After picking up, they have to return to the original starting point and hand it over to the teacher to pick up. See who picks up more. This game can be divided into two groups: fast and slow. Use 10 pieces of eraser. Purpose: To enhance balance ability and observation ability in water. 57. Underwater guessing method: Two people work in groups, squatting underwater to perform, the water should be submerged, and you can only get out of the water after winning two out of three rounds. Purpose: To consolidate breath-holding and breath-holding techniques. 58. How to catch fish in the water: Do it in the water. One person plays the role of the fish man, and everyone plays the role of the fish. After the command is given, the fish man starts to catch the fish. He must grab the waist of the fish. Then the roles are reversed and the game continues. Note: Young students are not allowed to scratch their feet to avoid being kicked. Purpose: To further familiarize yourself with water and strengthen your affinity with water. 59. Instructions for the Big Fish Net game: 1. At the beginning, one student will catch someone. When one student is caught, the two of them will hold hands and form a \”net\” to continue catching. 2. Every time a person is caught, one more person will be added to the \”net\” until all people are caught, and the game is completed. 60. \”Stepping\” Cat 1. Game method: When preparing, two people (or multiple people) should face each other and stand with their feet forward and backward, with the center of gravity between the two feet; at the beginning of the game, two people use rock-paper-scissors or guessing, etc. To determine the outcome, the winning student steps on the opponent\’s foot with his front foot at a faster speed. On the contrary, the losing student dodges quickly but both parties can only move one foot or one step at a time; it can be one round in sequence or continuously. conduct. 2. Precautions: 1. When grouping, attention should be paid to considering the differences in responses of different individuals and taking care of slower players; 2. The meaning of the game should be made clear before the game starts to prevent malicious trampling. 61. Rooster fighting frame (Yi ethnic group) draws a circle with a diameter of 2 meters on the ground. Two players squat into the circle and push each other with their hands. The one who makes the other person\’s hand or arm touch the ground wins. The rule is that you cannot stand, run or sit, and you cannot hide out of the circle or step on the line, otherwise it will be deemed a mistake. 62. Elephant tug-of-war (Tibetan) knots a strong long rope at both ends. Two people each put the rope on their chests and pull it under the stall. They face each other back to back and hold their hands on the ground. The host draws three lines on the ground in the middle, with a distance of 80 cm between the lines, and aligns the red cloth strip on the suspension rope with the midline. After giving the order, they imitate the movements of elephants and crawl and pull each other. The first one to pull the red cloth strip across their own side\’s horizontal line wins. 63. Wearing bags and throwing dumplings (Kazakh nationality) choose grass, soft sand or mats as the game venue. The player puts his legs in a sack (or snakeskin bag), and the mouth of the bag is tied around his waist with a rope. After giving the order, both parties can only use their upper limbs to knock the other party down. They have to maintain balance and knock each other down at the same time. The postures are different and full of fun. 64. The number of participants in the hen-laying egg game (Gelao ethnic group) is appropriate to be 5 or 6. One person acts as a hen, enters the middle of the circle, puts his hands on the ground, and makes a lunge with his feet, guarding the three small sandbags (representing eggs) on the ground, and the others act as egg takers. After the order is given, the egg taker tries his best to take out the \”egg\”, but it cannot be touched by the two legs of the \”hen\”, otherwise the activity will be suspended. The one who takes more eggs within the specified time wins. If you can\’t take all the \”eggs\”Then the \”hen\” wins. 65. Flower pot jumping (Bai ethnic group) determines two people as \”flower pots\” through guessing and sitting opposite each other. The game begins. They use one leg, two legs and one hand, and both legs and hands to build obstacles of different heights, allowing everyone to run and jump over them in turn. , whoever touches the \”flower pot\” will be considered a mistake, switch roles, and then jump again. 66. Three-person hunting (Manchu) Each team has three people, each with a basket on his back. When preparing, they stand in a horizontal line facing each other, 10 meters apart, and pass a small sandbag issued by the referee to anyone behind their backs. After the order is given, both sides rush forward and use tactics such as attacking from east to west, flanking, and quick passing. The first point is scored by throwing a small sandbag into any back basket of the other team. Then everyone returns to their original place and starts again after the order is given. The team with more points within the specified time is the winner. During the game, if the small sandbag falls to the ground before entering the basket, you can fight for it and throw it again, no limit to the number of times. 67. Dragon Boat Race (Manchu) Each group of 5 people line up in a column, with the tail facing away and standing as the helmsman. The 5 people hold a 3-meter-long bamboo pole on both sides to form a dragon boat. After giving the order, they work together to start from the starting point. Starting off, the winner is the one who reaches the finish line first without falling apart in the middle. 68. In Rattan Circle (Li nationality), the players are equally divided into two parties, A and B. Party A holds the rattan circle and throws it back and forth on a straight road. Party B stands behind the line 8 meters away on both sides of the straight road and uses thin bamboo poles and ropes. If you can throw a small sandbag through the rattan circle (without touching the circle), you will score points. Both sides have equal opportunities and swap roles. In the end, the side with more points wins. 69. Stick twisting (Qiang people) takes a strong wooden stick about 1 meter long. Two players each hold one end of the stick. After giving the command, they twist each other hard in opposite directions with both hands. The body is not allowed to touch the stick. First, twist the stick. The one who twists the stick in one turn wins. 70. Pulling the waist (Hani ethnic group): Two people turn sideways and hug each other\’s waist. Their feet are not allowed to move. After the command is given, they try their best to pick up the other person. The winner is to lift the other person\’s feet off the ground. A best-of-three-game system can be adopted, and when there are many people, an elimination system can be adopted. 71. Play Dimensions (She ethnic group) 2 to 5 participants draw a circle with a diameter of 1.5 meters on the open space. Guess the game first to determine the order of the game. At the beginning of the game, one person stands in the circle holding a 1-foot-long stick and hits a bamboo stick about 12 centimeters long with the stick. Others can rush to catch it in front. The person who catches the bamboo stick and the person holding the stick swap. Characters who have not caught it can pick up the bamboo stick and throw it into the circle. The stick holder can catch it with his hand or hit it out with the stick. If the bamboo stick is thrown into the circle but is not caught or hit out, the person who hit the target will switch roles with the stick holder. If the stick is caught or hit out, the player can get 10 feet or the distance from the bamboo stick. Actual size, the winner is the one who obtains the most size within the agreed time. 72. Elephant Step Tiger Palm (Melao ethnic group) Draw two parallel lines on the ground 50 centimeters apart. Each person stands on one side of the line. After standing still, their feet cannot move, and then they extend their palms to touch each other. After the order is issued, both parties use skill to push forward or retreat backward, so that the opponent\’s soles of feet move away from their original positions to score points. 73. Jumping Meteor 1. Rules and methods: Students form a circle with a diameter of 6 meters. One student stands in the center, holding a hula hoop tied with a rope, lowering his arms and doing clockwise movements.Rotation (also variable direction), the speed can be fast or slow. The hula hoop must jump when it passes the player\’s feet. The player cannot be touched by the hula hoop. If it is touched, it is considered a failure. Change the person in the hoop to continue. 2. Precautions: Be focused, react quickly, bounce elastically, jump high, and stay in the air as long as possible. 3. Purpose: Enhance jumping ability and quick reaction ability. 74. Driving a train 1. Rules and methods: A group of four people, stand in a column, use hula hoops to connect the students in a row, run counterclockwise, catch up with the group of students in front, and catch up with a \”train\” for 5 minutes, in 1 minute The team with the most \”trains\” caught within it wins. The size of the circle can be determined according to the venue and the number of students. 2. Precautions: Do not just rely on the circle to hold the body. Students should put their hands on their shoulders and pay attention to safety. 3. Purpose: To cultivate the ability to run fast and the team spirit of hard work, solidarity and mutual assistance. 75. Crossing the river 1. Rules and methods: Divide the students into four groups, with a distance of 10 meters between each group. Stand facing each other. The first student in each group holds two hula hoops. After the teacher gives the order, throw one hoop and then jump into the hula hoop. , put the other hula hoop in front, then jump into the second hula hoop, turn around, pick up the first hula hoop and throw it forward, repeat this until you jump to the opposite student, other students follow this method . 2. Note: When throwing a hula hoop, you should not throw it too far. It should be within your own jumping ability. Your feet should never leave the outside of the hoop, otherwise you will go back and start again. 3. Purpose: To develop the ability of lower limbs to bounce and the coordination of hands and feet, and to cultivate the spirit of courage to fight and strive for the top. 76. Catching Pests 1. Rules and Methods: Divide students into two groups and stand face to face behind two straight lines 4 meters apart. Each person has two hula hoops. The other group jumps across the aisle with their hands behind their backs. , students on both sides of the line, students on both sides use hula hoops to trap the \”pests\” in the field. Each set of hula hoops will get one point, and the \”pests\” caught will come out of the field. In the end, they will compete to see which group has the most accumulated points. 2. Precautions: When the \”pest\” jumps, jump with your feet together and do not block the hula hoop with your hands. 3. Purpose: To develop the jumping ability and alert reaction ability of the lower limbs. 77. \”8\” figure rolling circle 1. Rules and methods: Each person has two hula hoops, use one hoop to push the other hoop to roll the hoop while moving, change the direction of the hoop around the field, and shift the body\’s center of gravity when turning. 2. Note: During the exercise, let students explore the contact position of the two circles and the strength of their hands when the direction changes. 78. In the shuttlecock relay, the desks are moved slightly to the back, and a space is moved between the podium and the desks. A team is formed in two rows according to the seating row, and each team has one shuttlecock. At the beginning of the game, the first student of each team goes to the front and kicks the shuttlecock until he makes a mistake. He records the number of times and returns to his seat. Then the second student comes out to kick the shuttlecock until the whole team has finished kicking. The team with the most accumulated times wins. 79. The dart game will remove the seats in front of the two rows in the middle to create a space for throwing darts. Place a desk 2.5 to 3 meters away from the blackboard as a limit line when throwing, and hang a dart target on the blackboard. Students are divided into teams according to their seats. In the game, the first person in each team aims and throws darts behind the table. The area where the hit is made is marked on the blackboard.Record the score of each team, and then the second person from each team will do it again until the whole team has finished shooting. The team that accumulates more points wins. 80. For missile interception, 4 people were selected to each hold a table tennis racket and stand in front of the blackboard as the \”air defense force\”, while the others took 15 to 20 table tennis balls as \”surface-to-surface missiles.\” At the beginning of the game, the student holding the table tennis ball hits the blackboard with the table tennis ball, while the student holding the racket uses the racket to block. If the ball is blocked, the missile is destroyed. If the ball misses and hits the blackboard, It means \”the missile hit the target.\” After one round of the game, switch to 4 more hot defenses. The one with the most missiles will win. 81. After the speech, the students sit in their seats, and the first student in the first row says a random word, such as \”today\”, and then the second student says what the first student said. The word starts with the last word and forms a word, for example, \”weather\”. According to this method, it is passed down, \”climate\”, \”substitute\”, \”remedial\”, etc., until a student cannot form a word. After the student performs a show, the student starts over again. 82. Students with noses sit in their seats and are divided into groups according to their seats. Before the game, draw a few heads of people without noses on the blackboard. Place the pictures in the classroom Move the podium and move the desks slightly back. One person from each team stands about 3M away from the person\’s head on the blackboard, takes a piece of chalk, and blindfolds them. After the teacher gives the order, each team walks towards the person\’s head facing them. Use chalk to add the nose, and then the teacher will judge which team can add it more accurately and give a score. Then the second person from each team will do it again, and the team with more points in the end wins. 83. Drawing football field game method: whole class students Divide into several groups of equal numbers. After the teacher gives the order, the first person in each group runs to the blackboard and draws the first line of the football field. Then he hands the pen to the second student in the same group, and the second student also draws a line, and so on. The analogy is carried out in order to see which group\’s football field is painted first. 84. For flood fighting and rescue operations, divide the people into several groups of equal size. Each person holds his schoolbag with both hands in front of his chest and stands in a column. After the teacher gives the order, each group will line up. The students put their schoolbags on the \”dangerous place on the river embankment\” designated by the teacher and then ran back to their group. After hitting the schoolbag of the second student in the group, they stood at the end, followed by others, and arranged their schoolbags into a pile. 85. Table tennis The whole class is divided into several groups (approximately 7-8 people in each group). When the game starts, any student in this group will say \”ping\”, the next adjacent student will say \”pong\”, and then the next adjacent student will say \”ping\”. Students say \”ball\”. The student who says \”ball\” should accurately point his finger to any student in the group while saying \”ball\”. The pointed student should quickly say \”ping\”. Of course, say \”ball\” Students can also point their fingers to themselves, but they must also say \”ping\” quickly. The following cycle is repeated. 86. The whole class is divided into several groups (7-8 people in each group are suitable). Students in this group can choose sports freely. Any kind of \”ball\” on the table can be used as a proxy for oneself, such as volleyball, basketball, shot put, etc., but you cannot choose to repeat it. Then a student in this group will start to say, use your own ball to touch other students\’ The ball (the ball touched must be a ball in this group), for example, a basketball student kicksStart by saying \”basketball hits volleyball\”, and the cycle repeats. 87. The class of big and small watermelons is divided into several groups (approximately 7-8 people in each group). Any student in the class will start to say, \”big watermelon or small watermelon\”. If you say \”big watermelon\”, your hands must look like small watermelons. . For example, when saying \”little watermelon\”, the hands must be compared to the appearance of a huge watermelon, and the next student next to him must say the opposite of what the previous one said. For example, the first student says \”big watermelon\”, and the next student must say \”small watermelon\”, and the cycle repeats. 88. Two-minute shuttle passing game. Teams A and B line up facing each other behind two lines. The person at the head of group A heard the referee\’s command and immediately threw the ball to the leader of group B standing on the opposite side, and ran from his right hand to stand at the end of group B. After the first player of team B catches the ball, he throws the ball back to the second player of team A, then runs from his right hand to the end of team A and stands up. Repeatedly, the ball is tossed back and forth. Each pass counts once. During the throwing and catching process, if the ball goes somewhere else, the person receiving the ball must pick it up and stand at its original position before continuing the game. Players must pass the ball behind the line and only after the ball is released can they run to the opposite side. If the results are the same, the relevant teams will hold play-offs until the ranking is determined. Timing and ranking: The player with the most passes within two minutes wins. 89. Move the competition team members into single file and stand behind the starting line. After the first player hears the starting gun, he runs to the big circle, takes the ball from it, runs forward, puts the solid ball in the first small circle, the volleyball in the second small circle, the basketball in the third small circle, and then Run to the end point and run back to the starting point around the breakout point. When you reach the starting point, high-five the second team member and then exit the venue. The second player high-fived and then ran forward. He ran to the end first and ran back around the breakout point. On the way, he retrieved the basketball, volleyball, and medicine ball in turn and placed them in the large circle. Then he ran to the starting point and high-fived the third player. . The third player imitates the first player. The fourth player imitates the second player. And so on. 90. The students will be divided into two teams of equal numbers. Each team will stand behind the two starting lines, facing each other. At the beginning of the game, after the teacher gives the order, the two teams line up to do a leap frog and jump to the opposite starting line. When the two meet, they stop and guess the game. The winner continues to jump forward, and the loser exits the game and returns to the end of the team. At the same time, the second person of the losing team immediately takes off. When he meets the winner, he stops to guess the box and continues in the same way. In the end, the team that reaches the opponent\’s starting line first wins. The loser of the guessing game must return to the team immediately and is not allowed to block the opponent\’s progress. The next person on the losing side can jump out only when the losing team member runs back after the guessing game. 91. Each team of Times Train has 8 people, with at least 3 female players. Posture when starting: Each player extends his left foot to the drooping left hand of the player behind him. The player behind him grabs the left ankle of the player in front with his left hand and puts his right hand on the right shoulder of the player in front. The first platoon player holds the red flag high in his hand; the last platoon player bends his or her feet back. Form a train. The first platoon player stands behind the starting line and leads the team to jump forward after hearing the signal. If the train \”disconnects or breaks\” midway, it must be returned to the starting point and reconnected before the race can continue. time and nameTimes: The last person in the team crosses the finish line. The one who takes the least time wins. 92. The Magpie Bridge meeting starts with 4 men and ends with 4 women. Equipment: bridge and flowers of different colors. Mark out a 60cm exchange area in the middle of the bridge. The first pair of men and women each hold a flower and start running at the same time – get on the bridge – change places (exchange the flowers in their hands by the way) – when they reach the opposite side, hand the flower in their hands to the next team member. This is repeated, and when the last group exchanges flowers after meeting at Magpie Bridge, the male team members no longer run to the opposite side, but run back to the starting point with the female team members. Timing. Do not fall to the ground after getting on the bridge or when changing positions. If you fall to the ground, you must get on the bridge and change positions again. The position and pattern must be changed within the specified transposition area, otherwise it will be invalid. All team members must complete the game before results will be counted. Timing and ranking: When the last group of male and female athletes run back to the starting point, the time will be counted. The one who takes the least time wins. 93. Each team of squat jump relay has 8 people, 4 men and 4 women. No age limit. One man and one woman are in a group. Posture at the start: Athletes should face the track forward and squat behind the starting line with their arms held back to back. After hearing the command, the first group squats and jumps from the starting point to the finish line. After both people cross the finish line, they jump back to the starting line and hit the palms of the second group, and then the second group proceeds, and so on. During the game, the two people cannot separate their arms while holding hands. If they separate, they must link arms before continuing the game. Timing and ranking: The last group returns to the starting point for timing. The one who takes the least time wins. 94. Two-person three-legged walking: 1 male and 1 female form a group, with the male on the left and the female on the right. The two people will tie the legs next to each other with ropes (the players tie them themselves). The male player holds the baton in his left hand, faces the finish line, and stands behind the starting line . After hearing the order, the two people in the first group ran towards the turnaround point. After bypassing the turnaround point, they returned to the first group and returned to the starting line. After the two male runners handed over the baton, the two men in the second group started running and repeated until The fourth group returns to the starting line. During the run, the ropes binding the legs of the two people must not be loosened. If you let go, you must return to the starting point and start the race again. Timing and ranking: The last group returns to the starting point for timing. The one who takes the least time wins. 95. The distance between the ropes on the flat ground is 3 meters. Two students stand in two columns, and three pairs of rope shakers are selected to keep a certain distance and shake the rope in the same rhythm. After the teacher sends the \”start\” signal, the two people run hand in hand through three long swaying ropes. The one who successfully passes the three levels is the winner. The one who touches the rope should exchange with the one who shakes the rope. 96. Two-player rally game: Two people sit on a mat in groups, with their legs spread apart, their feet facing each other, and their hands holding each other in front of each other. At the beginning of the game, one player of the two players bends backward and the other bends forward. Then repeat alternately until one person As long as you can\’t pull it anymore. The rankings are based on the number of pull-ups completed by a pair. 97. The bagging, shearing and hammering groups work in groups of two, and the students are divided into two groups of equal numbers, forming two horizontal lines with a distance of 1 meter on the left and right. The two groups stand opposite each other 2 meters apart. The teacher shouted \”1, 2, 3\” rhythmically. When shouting \”1, 2\”, everyone jumps up with all their strength. When shouting \”3\”, they take off and land in the following three postures: landing with two feet together, representing a hammer; landing with two feet separated front and back, representing scissors; landing with two feet separated left and right, represents baggage. The winner is judged according to the position of the two feet on the ground. A hammer beats scissors, scissors beats baggage, and baggage beats hammer. The one with more wins wins. 98. Participants form a circle, with each person at arm\’s length apart. The game starts from the front row, passing the ball to the second row in a clockwise direction, shouting his name loudly, and then the second row must do the same, and this continues until the ball returns to the front row again. The person who is asked to toss the ball must then call out the other person\’s name before tossing the ball to him. After that, add a ball and have both balls thrown around at the same time, calling each other\’s names. Finally, you can increase the number of balls to three to make the game more lively. At the end, invite a volunteer to go around the group and call out everyone\’s name. 99. Two teams climb the horizontal ladder side by side, facing each other. Each team member holds a gymnastic stick with both hands, and the height can be controlled between the chest and abdomen, forming a \”horizontal ladder\” parallel to the ground. Then, starting with the two people at the end of the row, they climbed down from one end of the horizontal ladder to the other end. After completion, quickly set it up, and then let the next two people do it until everyone has tried it. It is required to ensure that teammates are safe when passing by and not miss it! 100. Take three steps in a group and ask the team members to form a tight circle and put their arms on the shoulders of their adjacent partners. The host first led everyone to dance some basic dance steps, such as tiptoeing left and right, one, two, three, etc., and then told everyone: We are about to face a difficult task, and we need to close our eyes and take three steps. After everyone understands, give the order to take the first step and give everyone some encouragement and praise. Then give orders to take the second and third steps in succession. At this time, the circle must be broken, and many team members fall to the ground. Although it is impossible to complete this task, this game allows the team members to naturally contact their bodies and cooperate, eliminating shyness and Being shy makes the team full of energy and harmonious atmosphere, laying a good foundation for the following activities. 101. Each group of three fried dough sticks lie flat on the mat or lawn in a straight line. A and B pull each other with both hands, and C holds B\’s feet with both hands, and then coordinate their efforts together to roll forward. They are required to roll straight without falling off, as in Just like fried dough sticks in a frying pan. Let’s compete to see which group is faster and has higher quality. Let’s discuss our thoughts and experiences again. 102. After shouting the number of players, they set up the field and start playing one-on-one. After that, pairs of players play against each other. The first player to hit 6 balls wins. Next, three people from each side stand in half the court and call out the opponent\’s number while hitting the ball. Only the number \”X\” can catch the ball. Mishearing and answering incorrectly are errors. In the future, you can also play with 4, 5 or 6 people per party, using the same method as before. By playing this way, you can experience cooperation, develop responsiveness, learn to facilitate your companions, strengthen unity, and strive for victory. 103. There are two people in each group of snails crawling, A kneeling, B and A lying on A\’s back in opposite directions, grabbing the heels of A\’s feet with both hands. A\’s hands grasp B\’s ankles to form a \”snail\”. Then, A carries the weight and crawls forward, while B maintains a good balance and does not fall to the ground. If they can climb to the end through cooperation, it is considered a success. 104. To pick coconuts, prepare a medium-thick and strong moso bamboo pole with a height of 4 to 5 meters. Glue a bouquet of colorful balloons to the top of the pole. ActivityAt the beginning, all members of the team are required to hold the bamboo pole vertically, and then ask everyone to climb up and take down a balloon. If there are difficulties, companions can provide help and support while ensuring that the pole does not fall down. For example, let him step on his shoulders, support his hips, etc. 105. The more people participating in this Ant Moving Mountain game, the better. They stand in two columns, and the two groups of players should be side by side and as close to each other as possible. At the beginning of the game, the first four people in the queue line up. One of them stands up and is lifted up by three people and placed on the head of the leader of the column. Everyone uses their hands to slowly transport him to the end of the column. Three people are still protecting him along the way to ensure that It\’s safe from falling. After reaching the end of the team, help him down. After that, the four people lined up at the end of the line, and then the four people at the front took the lead. Until everyone has been transported by everyone in turn. 106. Silent handshake Every time two people go on stage, put on blindfolds, face each other, about one meter apart, stretch out their arms to touch each other\’s hand, and then take it back. Then he turned around three times in one, two, three, facing the place where he thought his companion should stand, and stretched out his hand to hold it. After everyone has done it, discuss why some can hold it and others can\’t. After that, reselect your companions and do it again. Experience the existence of the sixth sense. 107. Please try this game of hawthorn slices, which can be used to relieve tension. It makes people laugh, relaxes and eliminates fatigue. The host asked the team members to stand relaxed, hook their hands behind their backs, raise their heads, and place a piece of hawthorn on their foreheads one by one, asking them to cleverly change the position of their heads so that the hawthorn piece moves and falls into their mouths. , eat. Once he succeeds, he can immediately say: \”I succeeded!\” The host can immediately put another piece on his forehead. Those who eat more hawthorn slices within the stipulated time will be praised. If a hawthorn piece falls to the ground, you are not allowed to pick it up, but you can give another piece. 108. Draw two circles on the ground 5 meters apart, taking into account both the left and right sides. Place a large balloon in circle A and 10 empty cans in circle B. Each time the game is played, two people, A and B, tie their inner wrists with velvet strips and stand in the middle of the two circles. At the beginning of the game, the host throws the big balloon in circle A vertically high. At this time, the two players in the game must not only keep hitting the big balloon in circle A to prevent it from falling to the ground, but also stack all the cans in circle B as quickly as possible. In order to complete this task, A and B must coordinate and take care of each other. That is, every time A shoots the balloon, he quickly moves to circle B, and B stacks the cans. Then, he immediately moves to circle A to shoot the ball. Taking both left and right into consideration is the best approach. The team members all experienced the game in turn, and then talked about their experiences of cooperation and mutual assistance. 109. The host of Out of the Dark asked all 12 members of the team to put on blindfolds, sit down, and tell the story of coming out of the darkness. After speaking, invite someone to come to a quiet place, ask him to take off his blindfold, give him a road map, and ask him to be a guide. The trail map can be a campus, a park or a wilderness campground. The total length is one kilometer, and you have to go through many obstacles. You even have to climb stairs and enter the basement to find treasures. It is required that no one except the guide is allowed to speak or peek. Everyone joins hands and forms a team. Under the guidance of the guide, they go as quickly as possible. mission accomplished.110. The tire competition uses a basketball court, with the basketball goalposts serving as the \”gate\” and two truck tires of different colors placed in the middle circle. The number of people in each team can be limited to five to seven, and they are distinguished by different-colored headscarves or armbands. In addition, during preparation, each team stands behind the end line and chooses one person to wear a blindfold. At the beginning of the game, the blindfolded player enters the field under the verbal prompts of his teammates. Once he touches the inner tube of his team first, he can take off his blindfold, and the team member can immediately enter the field and kick or kick his own tire. Roll your hand to attack the opponent\’s gate. The first one to attack will get one point. Then replace the player as the blindfolder, and the game starts again. The first team to score 6 points wins. 111. Swimming competitions use grass as an event venue. Players work in groups of two. A sits on the ground with his legs straight forward and his arms stretched back. B lies prone on A\’s legs and hooks his feet on A\’s lower back. He stretches his arms forward to form a \” Little frog\”. After giving the order, starting from the starting point, A pushes back with his hands, draws in his abdomen and bends his knees, so that his body carries B one step forward. At the same time, B raises his head and chest and makes a stroke with his arms sideways. Then A retracts his arms and straightens his legs forward. B lowers his head and holds his chest and stretches his arms forward. In this continuous movement, he moves forward. The team with coordination, graceful posture and reaching the finish line first wins. 112. The balloon game is played in a 6-meter-long and 3-meter-wide court with a 1.5-meter-high rope net. Each team of players has two players, each occupying half of the court, and competes with balloons. When serving, you can hit it with your hands. On other occasions, you can only blow it with your head or mouth. If the ball goes out of bounds and does not pass the net, it is a mistake. The opponent will score one point. The team that scores six points first wins. 113. Runners prepare a piece of tissue paper in advance and write a letter on the outstanding athletes they admire, such as Wang Junxia and other famous names. After giving the order, put it in front of your chest, run to the finish line quickly without using your hands, and the one who reaches the finish line first without dropping the paper wins. 114. Diving Draw a square on the ground with a side length of 3 meters to represent the \”diving pool\”. The number of participants is 6, equally divided into two teams, standing opposite each other. At the beginning of the game, both sides swung their arms and sang a children\’s song: \”Fu Mingxia, you are brave, jump down with a plop!\” When the last word \”down\” was read, they jumped into the pool. The number of people jumping in each time can be discussed in advance by each team. The method to determine the winner is: if both sides have equal numbers, no points will be scored; if the numbers are unequal, if three people beat two, they will get 3 points; if two people beat one, they will get 2 points; if one person beats three, they will get one point. Then there will be singing and dancing again. In the prescribed number of rounds, the team with more points wins. 115. In kickball, tie the ring of the bouncing ball to the waistband of your waist as Mickey Mouse\’s tail. The game begins. Two people enter a circle with a diameter of 3 meters relative to each other. Whoever kicks the opponent\’s ball first with their feet is the winner. You can get one point, and then play again. The first one to get three points wins. 116. Funny Ping Pong deliberately heightens the net on the table to 40 centimeters, and arranges ten reverse lunch boxes on each half of the table. Three people from each team play at the same time for a table tennis match. The rules remain the same. The first six wins. The ball wins. Even the world champion may not be able to win this kind of game. It depends on alertness and luck, because the ball can hit the lunch box at any time and bounce out of nowhere. 117. To win the trophy, draw a large circle with a diameter of 8 meters on the ground, and place a basketball representative in the center of the circle.Trophy. In the game, each group of two people is given a big-headed doll mask and stands scattered outside the circle. During preparation, choose one person from each group to wear a mask. After the host gives the order, the players will turn around three times and then move towards the center of the circle under the prompts of their companions. The first person to capture the ball will get one point. Then change roles and play again. The team with the most points after a few times is the winner. 118. In Double Dragon Playing with Pearls, every two people form a team and hold a ball back to back. When the host gives commands such as \”turn three times in place\”, \”step forward\”, \”walk five steps forward\”, \”jump twice\”, \”dance disco\”, etc., you must follow them immediately. If you drop the ball or hold the ball with your hand, it is a mistake. After exiting the field, the last remaining group wins. 119. The Li Bao Dai Jin Relay is divided into several columns and stands behind the starting line. After the order was given, each team lined up and ran forward carrying an empty schoolbag. When they reached the first station, they neatly put the books, notebooks and pencil cases on the stools into their schoolbags and said, \”Do your own thing!\” Then they ran to the second station. Put on a red scarf next to the station bench, salute to the team flag at the finish line and say: \”I want to be a Young Pioneer!\” Then go around the team flag, and when turning back, take off the red scarf and put it on the bench at the second station, and put the books, notebooks, He poured the box out and put it back on the bench at the first station. When he reached the starting point, he passed the bag to the second platoon and retreated to the end of the queue. Then switch to another team and do it in the same way as before… until the last person does it, the team that completes the task first wins. 120. Seven Irregulars Seven players hold hands and form a circle. The host pastes a pattern on the back of each person to promote the \”Seven Irregulars\”. After giving the order, he releases his hand. With his wit and agility, each player tries to see first What is behind the other six people, and then make a judgment about what you are. Once you are sure, you can run to the chair with the corresponding pattern and sit down. The first person to do it correctly will be ranked first, and the rest will be ranked similarly. 121. The hero fish draws a large circle with a diameter of 10 meters on the ground. Two people hold hands as a fishing net, and the others disperse in the circle to act as fish. The game begins, and the fish net surrounds the fish. The fish is not allowed to escape from the circle. If it is surrounded, If there are more than two people exiting, they can form a new fishing net, enter and fish until the last fish is left, and you can be named a hero fish. 122. A family of three, a father and a son, work together to participate in the competition. After the order is given, the child runs out from the starting point and reaches the first station to dress and button his father\’s clothes. Then the father and son run hand in hand to the second station and replaces the mother\’s shoes with laces. , then the child’s feet step on the parents’ inner insteps, and the parents’ inner hands hold the child’s left and right arms respectively. The first family to lead to the finish line wins. 123. Jump across the river and draw two parallel lines 5 meters apart on the ground to represent the small river. There are two people in each group. When preparing, they sit opposite each other on the back of their feet and hook their hands to form a small boat. After the order is given, the boat is rowed to the other side. A picks up a bouncing ball in the circle, puts it on one foot and jumps around. B stands next to him and the ball jumps as it passes by. The two of them cooperate and jump twenty times. After completion, Then rock the boat back, and the team that completes the task first wins. 124. Crossing the river to build the new Pudong was divided into several teams. After the order was given, each team lined up and used three Frisbees as tools to cross the river. They moved in sequence and stepped on the Frisbees with both feet to move forward. After reaching the other side, they picked up the puzzle pieces of the Oriental Pearl TV Tower and pasted them on the diagram. in, then still moving the Frisbee back, replace the next person, until the last person, the team that completes all the collages wins. 125. Players who pass the shuttlecock start from the starting point by kicking the shuttlecock, 1. Jump over the small pond (replace it with two parallel lines), 2. Use the shuttlecock to throw the plastic bottle, 3. Cross the river with the shuttlecock on the head and step on the bricks, 4. Throw the shuttlecock into the basin , mistakes in the middle must be redone until success. Then, replace the next person… The team that completes the task the fastest wins. 126. The red star flashes. Draw a five-pointed star with a radius of 5 meters on the ground, and draw five straight flashing lines 3 meters away from the five points. Divide the contestants into five equal teams and stand inside the five-pointed corner. The leader of the team holds a cardboard five-pointed star and stands outside the corner, facing counterclockwise. After the host gives the order, run quickly around the outside of the star and pass the star to the row. Second, retreat to the flashing line. Then switch to the second team and do it in the same way as before… Continue until the last person is left. The team that completes the task first wins. 127. Players of the Little Frog Crossing the Road game wear little frog headdresses and stand behind the starting line, looking at the actions of the traffic lights on the opposite side of the host\’s hands: go on the green light, stop on the red light, and \”cry quack\” when encountering the yellow light. When you encounter → traffic signs while driving, the following should be done: 1. Keep going; 2. Turn left and go around the sign; 3. Turn right and go around the sign. The action must be done with both hands on the knees and squatting with both feet. Anyone who makes a mistake will be saluted by the classmate who plays the police uncle. After pointing it out, he must do it again before continuing. The one who reaches the finish line first wins. 128. Feidu Luding Bridge Draw a square with a side length of 12 meters on the site, and then use wooden bricks to arrange a passage in the middle to represent the \”Luding Bridge\”. The game is divided into two teams, one is the red army, standing at one end of the channel, and the other is the enemy army, scattered outside the graphic lines on both sides of the channel. Each person is given two small sandbags as weapons. After the order is given, the Red Army can bravely rush through the channel, throwing bags at the enemy while charging, and the enemy can use the bag to throw at the Red Army. Anyone who is hit must retreat. If you slip into the water or step on the line, it is also a mistake. After a round, tally up the results and then switch roles. The team with more points after several rounds wins. 129. There were 27 participants in the Magic Forest. 25 people formed five horizontal lines, raised sideways and forward and spread out like a forest. The remaining one was the pursuer and the other was the escaper. At the beginning of the game, the host blows the whistle once, and everyone in the forest must turn to the right and raise their arms to the side; blow the whistle twice, and everyone in the forest must turn to the right and squat down; the host can constantly change the password, and at the same time, the two people When chasing and escaping in the forest, once the two people are photographed and exchange roles, it is also a mistake for the escaper to touch any tree in the forest. However, the escaper can exchange roles with any tree when he is tired. 130. The eagle presentation ceremony was divided into several teams, with each team consisting of four people. Each person held a gift (a small science and technology production) dedicated to the Science and Technology Festival, and lined up at the starting point. After the order was given, the staff placed a thin paper with a picture of the eagle on it. Put the tissue paper gently on the chest (or forehead) of the leader of the row, without fixing it with anything, and quickly run to the opposite side. There is a chair with a backrest on the opposite side. There is a big half-length portrait of a scientist on the back of the chair. Put the gift On the chair, return, and the first person to finish without losing the young eagle will win a point for the team. Then restart the order and replace it with the next person. The team with more points in the end wins. 131. Five-Self Ability CompetitionAfter listening to the order, the contestants jumped from the starting point and passed through five stations. Each station had a large Coke bottle (on the bottle were written \”self-improvement\”, \”self-study\”, \”self-discipline\”, \”self-care\”, \”self-improvement\”, \” There is a dart inserted in the mouth of the bottle. Pull out the dart without touching the ground. When you reach the sixth stand, throw 5 darts at a round target 3 meters away. Whoever has the most rings on the target wins. 132. The two He family guessers stood opposite each other and began to clapped their hands together and said: \”He family? He family? He family guess!\” Then they used rock-paper-scissors guessing. The winner said: \”My rooster, my guess\” and put his hands on his head. Make the appearance of a rooster, and at the same time, the loser says: \”My chicken, I guess\” and puts his hands on the left side of his waist. When both parties talk about guessing the word, they clap their hands and then guess the word. If the two sides are in a tie, they should both say: \”My hen, my guess\”, put their hands on their waists, and make a hen\’s wagging gesture. In this way, while singing, moving and guessing at the same time, the rhythm is getting faster and faster, and whoever fails to cooperate is considered a mistake. 133. The two Tathagata Divine Palms stand firm in horse stance, stretch their right hands forward, palms touching, close their eyes and slowly concentrate their whole body energy on their palms to push each other hard. Then, with your eyes still closed, your palms spread apart, and each rotates in place, keeping the palms in a pushing position, and feel the airflow in the air. After turning back, push your palms forward, open your eyes, and look at where each other\’s palms are. If they don\’t meet, laugh heartily. 134. Move a big stone and draw a square with a side of 4 meters on the ground. Before the five-person game, guess the box. The loser is in the middle. The others are spread out to the four corners and squat down to form a ball, acting as a big stone. At the beginning of the game, the person in the middle chooses one at random and moves him to the middle without touching the ground on the way. If the role is successfully exchanged, otherwise he needs to move another one. 135. 15 to 30 people participate in drilling screws, joining hands to form a circle. When the game starts, one of the ends is loosened and turned into a string of long threads. One end is designated as the thread head and the other end is the thread tail. The silk head does not move, and the silk tail guides others to circle around the silk head, gradually forming a ball, and each person\’s hand does not loosen. Then they can move freely, and the silk head directs them to move to the left or right, or they sit together on the ground, etc. Finally, the silk head pulls the other people\’s heads left and right, and comes out from the gaps between everyone\’s hands or feet. Feel the power and joy of oneness. 136. The method of the Eagle Catching Chicken game is as follows: before the game starts, divide the roles, that is, one person will be the hen, one person will be the eagle, and the rest will be the chicks. The chicks lined up behind the hen, holding their lapels, and the eagle stood opposite the hen, making a posture of catching chicks. At the beginning of the game, the eagle cries to catch the chicken. The chicks behind the hen looked frightened, and the hen tried her best to protect the chicks behind her. The eagle screamed again and circled to catch the chicks, while the chicks dodged left and right behind the hen. The rules of the game are that if the eagle pats the chick\’s body with its hand, it is caught, and the chick will retreat from the team. After a game is over, the roles are reassigned, and the chicken caught in the previous round becomes the eagle role in the next round, starting a new round of the game. 137. The bundling operation uses a long tug-of-war rope and several long jump ropes to bundle a small team of people into a group, and then walk together through a 100-meter-long obstacle area. After completion, talk about your feelings. 138. Divide the team members into four equal groups and assign numbers one by one.Divide the blackboard into four parts and set \”spring\”, \”summer\”, \”autumn\” and \”winter\” as the leading characters respectively. Then call out numbers and ask for the word The content is random. If you really can’t write it, you can just write “I can’t”, or you can ask your partner below to prompt you. Then, call the number again and change people to continue… In the first round of the game, as long as you can piece together a ridiculous sentence and arouse interest. 139. Each team of six people occupy the position. They are required to stand on a newspaper together after the game starts. No part of each person\’s body is allowed to touch the ground. After success, half of the newspaper is torn off, and then half is torn off… until failure. In the end, the team that has the best way to get into the smallest newspaper wins. 140. Each team of flying saucers has equal numbers and stands in a column behind the starting line. After the order is given, the first person of each team runs out, returns around the chair at 15 meters, hooks elbows with the second person of the team with his back, runs out and returns as mentioned above, and then forms a team with the third person with their backs and elbows. Continue running in the circle until the whole team turns into a big flying saucer. Keep running, and the team that returns first wins. 141. The members of the rope-swinging team stood on a high platform, grasped a rope suspended in the air with both hands, squatted on the ground, swung the rope across the ditch, and asked to fall into the large inflatable tire on the opposite side. If you don\’t succeed, do it again. Wait until everyone in the team succeeds and talk about your experience. 142. To collect treasures from a cliff, use a 1.5-meter-high leadership platform or table tennis table as a steep slope. Prepare a strong rope 10 meters long, a pole 2.4 meters long and 5 centimeters in diameter, a spoon about 2 meters long, and a 4-meter-long piece of steel. A hard board with a long cross-section of 20 cm x 5 cm, and a bucket filled with half a bucket of table tennis balls. The team is required to be divided into two groups of six people, use their brains to come up with plans, and do activities like this: the group members stand on a steep slope, and whoever touches the ground below the slope will be blindfolded, and take turns to take the ping pong balls from the bucket. 143. The two teams of the Dragon\’s Descendants formed two columns. Starting from the end of the team, one person stood upright and fell down. The people in the column squatted down to lift him up with both hands, then moved forward, moved to the front of the row, and slowly fell down. Everyone experienced the feeling of being a dragon and being transported twice. Then talk about your experience. 144. Cross the rope and connect two 30-meter-long strong ropes using several large trees or cement pillars to form two parallel \”iron ropes\”. The lower rope is 1 meter above the ground, and the upper rope is 2.8 meters above the ground. It is required to be fixed firmly and not fall off. Little elasticity. All members of the team are required to step on the rope with their feet, hold on to the rope with their hands, climb over from one end, and get off from the other end. 145. The gears turn. Each team forms a circle, facing clockwise. The person in front sits on the hip of the person behind, and the person behind holds his hands on the shoulders of the person in front. Wait until everyone is seated firmly and have a rhythm together. They shouted: \”One, two, one, two!\” Walking in the clockwise direction step by step, there is a competition. Which team does not fall apart and walks the most laps. Then, two teams work together, and then three teams work together, until all the students play the game together. 146. The windmill turned bigger and bigger, each team had 9 people and 9 goals. The game starts with two people on the stage. A stands in the center of the circle with his left hand on his waist and raises his right arm to the side. B raises his left arm to the side at the same time as A.Hold a ball with your palm, and dribble the ball with your right arm in a counterclockwise direction; if the success is recognized, you can add one more person, A, B, and C cooperate, A\’s side is raised flat, and the left arms of B and C hold the two B and C dribble the ball with their right hands for one week respectively. After successful recognition, two more people, five people cooperate to form a windmill dribbling, then seven people, until 9 people form a windmill dribbling for a week. The windmill\’s ball-heading arm is required to keep a straight line and not drop the ball. The team that does the best wins. If your level is not good enough, then practice hard! This game is very good at cultivating the spirit of teamwork and improving dribbling skills. 147. During the turtle pulling competition, two parallel lines are drawn in the center of the field as the \”river boundary\”. Two people are located at both ends of the \”river boundary\”. One person ties his waist with a rope and puts his hands and knees on the ground, making a \”turtle\” shape. The other person holds the other end of the rope tightly with both hands. A red ribbon is tied in the middle of the rope as a mark, perpendicular to the center of the \”river boundary\”. The referee gave the order and the \”turtle\” crawled forward with all his strength. The person holding the rope tries his best to pull back. The winner is the one who can pull the red belt across the \”river boundary\”. 148. There are 9 people in each group of dragon boat rowing, 8 of whom line up in two lines. A 4-meter-long bamboo pole is held in the middle and faces away from the direction of travel to form a dragon boat. One person holds the tail of a bamboo pole and serves as the captain. After giving the order, everyone should work together to start from the starting point and not fall apart in the middle. The first one to reach the finish line wins. 149. The little hero on horseback buried a quarter of six scrap car tires in a straight line underground. Four such playing fields can be made. Divide the participants into four groups of equal number. The first one will run first, hold the tires with both hands and feet apart, and cross the six car tires. By analogy, the group that finishes first is the winner. 150. Short rope doubles run in and out and jump in pairs, with the person behind holding the rope and the rope ready behind them. Initially, the rope swings forward from behind. When the rope swings to the bottom of the feet for the first time, both people jump over the rope at the same time, and the jumper who is not holding the rope then runs out of the jumping circle. When the rope swings to the bottom of the feet for the second time, only the rope swinger jumps over the rope. When the rope is shaken for the third time, the jumper immediately runs into the jumping circle, jumps over the third rope swing at the same time as the rope shaker, and then runs out of the jump rope. The fourth time is the same as the second time. And so on. 151. The hoop obstacle race is divided into four groups, arranged in columns. There is no limit to the number of people in each group. Obstacle 1: It is required to bypass 5 bamboo poles inserted into the ground in parallel and 1.5 meters apart. Obstacle 2: It is required to pass 600 \”single-plank bridges\” paved with 8×5cm bricks. Obstacle 3: It requires drilling through a 1.4-meter-high and 5-meter-long tunnel made of bamboo. The game continues wherever the mistake is made, and the team with the least time wins. 152. Preparatory position for playing cotton: The jumper stands with his back to the rubber band, about half a step away from the rubber band. Actions: (1) Bend your right foot and lower leg, hook the rubber band from top to back and land on the ground (the rubber band is hooked on the instep). (2) Bend your left foot and lower leg and hook the rubber band from top to back and land on the ground (the rubber band is hooked at the ankle joint). (3) Bend your right foot and calf and jump out of the rubber band from top to front and land on the ground. (4) Bend your left foot and lower leg, jump out of the rubber band from top to front, and land on the ground, returning to the ready position. The above actions are repeated until a mistake is made. Whoever jumps longer is the champion. 153. The eagle circled and divided the contestants into several groups.There are no restrictions on the shape or size of the kites participating in the competition, but they must be safe, decent, and beautiful in shape. The kites must take off within 30 seconds after the chief referee issues the take-off order. One obstacle flight is allowed within 30 seconds after the chief referee issues the takeoff order. The flight altitude must be limited to less than 100 meters. The contestant who flies the kite the longest will be the winner. 154. Invite friends to sit on chairs in a circle, plus an empty chair. The host plays light music and the game starts. The students on both sides of the empty seats have to hold hands and run to the opposite side to invite someone to sit in the empty seat. As a result, another empty seat appeared, and the two people next to it had to continue to hold hands to invite… If this continued, after a while, the music was interrupted, and the two people next to the empty seat or the three people who had no time to return to their seats had to perform a small show . 155. Each member of the paper circle passing team holds a chopstick in their mouth and stands in a circle. After giving the order, use the upper end of chopsticks to pass a small paper circle one by one. It is required that the circle be passed for three weeks without breaking. The team that completes the task first will be ranked first. 156. The bundling operation uses a long tug-of-war rope and several long jump ropes to bundle a small team of people into a group, and then walk together through a 100-meter-long obstacle area. After completion, talk about your feelings. 157. Calling numbers means that the team members are divided into four groups and numbered in turn. Divide the blackboard into four parts and set \”spring\”, \”summer\”, \”autumn\” and \”winter\” as the leading characters respectively. Then call out numbers and ask for the word The content is random. If you really can’t write it, you can just write “I can’t”, or you can ask your partner below to prompt you. Then, call the number again and change people to continue… In the first round of the game, as long as you can connect random sentences into ridiculous sentences and arouse interest. From now on, the teacher stipulates that the leader and the tail of the dragon will let the team members play \”Calling Solitaire\” again, thereby increasing the difficulty. 158. Each team of six people who occupy the position is required to stand on a newspaper together after the game starts. No part of each person\’s body is allowed to touch the ground. After success, half of the newspaper will be torn off, and then half will be torn off…until failure, and finally The team that can reach the smallest newspaper in the best way wins. 159. Each team of flying saucers has an equal number of people and stands in a column behind the starting line. After the order is given, the first person of each team runs out, returns around the chair at 15 meters, hooks elbows with the second person of the team with his back, runs out and returns as mentioned above, and then forms a team with the third person with their backs and elbows. Continue running in the circle until the whole team turns into a big flying saucer. Keep running, and the team that returns first wins. 160. The members of the rope-swinging team stood on a high platform, grasped a rope suspended in the air with both hands, squatted on the ground, swung the rope across the ditch, and asked to fall into the large inflatable tire on the opposite side. If you don\’t succeed, do it again, wait until everyone in the team succeeds, and talk about your experience. 161. To collect treasures from a cliff, use a 1.5-meter-high leadership platform or table tennis table as a steep slope. Prepare a strong rope 10 meters long, a pole 2.4 meters long and 5 centimeters in diameter, a spoon about 2 meters long, and a 4-meter-long piece of steel. A hard board with a long cross-section of 20 cm x 5 cm, and a bucket containing half a bucket of table tennis balls. Ask the team to divide into two groups of six people and use their brains to come up with plans. Do this:Activity: The team members stand on a steep slope. Anyone who touches the ground below the slope will be blindfolded, and they take turns to remove the ping pong balls from the bucket. 162. The two teams of the Dragon\’s Descendants formed two columns. Starting from the end of the team, one person stood upright and fell down. The people in the column squatted down to lift him up with both hands, and then moved forward until the head of the row slowly fell. Everyone experienced the feeling of being a dragon and a bead being passed around for the second time. Then talk about your experience. 163. Cross the rope and tie two 30-meter-long strong ropes using several large trees or cement pillars to form two parallel \”iron ropes\”. The lower rope is 1 meter above the ground, and the upper rope is 2.8 meters above the ground. It is required to be fixed firmly and not fall off. , less elastic. All members of the team are required to step on the rope with their feet, hold on to the rope with their hands, climb over from one end, and get off from the other end. 164. The gears turn. Each team forms a circle, facing clockwise. The person in front sits on the hip of the person behind, and the person behind holds his hands on the shoulders of the person in front. Wait until everyone is seated firmly and have a rhythm together. They shouted: \”One, two, one, two!\” Walking in the clockwise direction step by step, there is a competition. Which team does not fall apart and walks the most laps. Then, two teams work together, and then three teams work together, until everyone has a block to play the game. 165. Network summary This activity is usually arranged at the end of the expansion activities. One or several squads stand in a loose circle. Start with one person, grab the end of the ball of wool with your left hand, say a few words about your most profound feelings, and then throw the ball of wool to another person at will. Receive a ball of wool and throw it to another person at will. The person who receives the ball of wool hooks his left finger on the yarn, says a few words about his thoughts, and then throws the ball of wool to others… This goes on until the ball of wool is used up, forming a circular array with multiple ends. Everyone encouraged each other. 166. When weaving a fishing net, everyone forms a circle and throws a ball of nylon rope around. Before each throw to the next person, they must wrap it around their hands and call out the next person\’s name loudly, asking him to pick it up. Live on the rope ball. When the rope was passed to everyone, it was woven into a big fishing net. At this time, a person is invited to lie down in the net, with his arms stretched out and his back straight. Everyone pulls him up and swings him around, enjoying themselves, and the activity comes to an end. 167. Two people form a team by dribbling three balls. After giving the order, run to the circle at the first station, pick up the two ends of two bamboo poles (two meters long), and use the bamboo poles to clamp three footballs, then carefully cross the rubber band grid, cross the double wooden bridge, and drill through the door hole. The team that goes around the flower pot first and reaches the finish line without dropping the ball wins. 168. After the Saint Seiya War is ordered, the two opponents start from the starting point 20 meters apart, go to the circle 3 meters in front, pick up a long stick with a ball stuck on the top, touch the bottom of the stick to the ground, and use their noses to hold the ball , hold the pole with both hands, quickly rotate along the pole ten times, then rush to the middle circle, grab the inflatable stick, and the first one to hit the opponent\’s head wins. 169. Two people in Sanchakou are blindfolded, with bells hanging on their waists and ankles, and holding inflatable sticks. After giving orders, they grope forward and attack according to the sound. The first one to hit the opponent\’s body three times wins. 170. Wrestling match on the groundA 4×4 square wrestling field is laid out on the mat, and the members of the two teams are arranged in order by drawing lots for the wrestling match. The rules are that if your butt touches the ground, you lose. In a best-of-three series, the team with more points wins. 171. Each team building a bridge across the river used four wooden boards 3 meters long and 30 centimeters wide and 6 waste gasoline barrels (for primary school students, the barrels can be cut in half to reduce the height). The moving bridge crosses a 30-meter-long river and is required not to lose its footing and fall into the water. 172. The soaring dragon requires the team to lie down vertically, with the insteps of the person in front resting on the shoulders of the person behind. The last person pulls the ankles of the person in front with both hands to form a \”human dragon\”. They shout one or two together and move forward with synchronized push-ups. Go forward in a way that falls apart in the middle and must be redone to persist to the end. 173. Four chairs for sleeping. Each team is given four chairs with backrests. Give them three minutes to think about: How can all four people sleep on four chairs? Of course, you need to sleep more comfortably and last longer. At the beginning of the game, the four selected players immediately fell asleep on the four chairs and had to hold on for one minute. Then everyone judged which one was the most reasonable and feasible. 174. Land Parafoil gave the team three medium-thick bamboo poles, two of which were 4 meters long, the other was 2 meters long, three one-meter-long ropes and eight 6-meter-long ropes. They were required to tie the three ropes and three poles into an A-shape A tripod, and then tie one end of the eight long ropes to A\’s head. Put the shelf up and have one person stand on it (step on the short horizontal pole with both feet and hold the long pole with both hands). The other team members will hold the other end of the long rope and move the shelf forward through a 10-meter-long and 2-meter-wide passage. The shelf must not fall over on the way. , other team members are not allowed to collide or enter the passage. Everyone is required to experience the role being moved. 175. To fly an airplane, use a 4-meter-long rope to connect a 4-meter-long and a 1-meter-long bamboo pole. Each team has 6 people. The 4 in front and 2 in the back hook the bamboo poles symmetrically with their elbows to form an airplane. After giving the order, start from the starting point, fly to two flagpoles 15 meters apart, run in a figure-8 pattern for three weeks, and then fly back to the starting point. The team that completes the task first without falling apart wins. 176. The tunnel escape team all joined hands, and everyone except the leader had to wear blindfolds. After giving the order, start from the starting point and pass through an 800-meter-long passage. This passage is best to be in the woods. There are many obstacles along the way, and there are even creeks, beaches, wetlands and mudlands. No one is allowed to speak or make a sound. The only way to communicate with each other is by patting the shoulders or pinching the palms. If anyone accidentally falls or releases the handle, points will be deducted. After the completion, the blindfold will be removed, and the participants can talk about their experiences and sum up their experiences and lessons. 177. Each member of the flooded village team had a chair, and they stood on the chair after forming a random pattern. At the beginning of the activity, the host takes one away at will, and the team can think about adjustment plans to prevent anyone from falling into the water. Then the host took away one at will, and then another, with increasing difficulty. Finally, as long as one person fell into the water, the activity was stopped. Let’s see which team is smart, flexible and creative and can save the lives of the entire team with the fewest chairs. 178. Invite friends to sit on chairs in a circle, plus an empty chair. The host plays light music and the game starts.The students on both sides of the empty seats should hold hands and run to the opposite side to invite someone to sit in the empty seat. So, another empty seat appeared, and the two people next to it had to continue to hold hands to invite… This went on until the music stopped, at which time the two people next to the empty seat or the three people who had no time to return to their seats had to perform a small show. 179. Tie-foot doubles badminton uses the badminton singles court. There are two people in each team. Their inner ankles are fastened with a 1-meter-long velvet belt. Then they play doubles. The first pair to score 6 points wins. It requires participants to cooperate and facilitate their companions in order to win. 180. The more people participating in the Formula 3 Bunny Dance, the better. Everyone forms a circle, turns to the right, and puts their hands on the shoulders of the person in front of them. A learns to dance the \”rabbit dance\” together. B, each person\’s left arm goes around the neck and pulls the right hand of the person behind them to dance the rabbit dance in a more difficult situation; C, each person bends forward and puts his left hand under the crotch. Pull the right hand of the person behind you, and do the bunny dance if it feels awkward; in order to regulate emotions and muscle fatigue, when completing B and C, ask everyone to pat, shake and massage each other to have fun and relax. You can also turn backward and switch arms. Finally, tighten the circle, requiring the front person\’s buttocks to sit on the back person\’s knees, hands on shoulders, and slowly move and rotate three times. 181. The horse-riding Diaoyang uses the basketball court as a game venue and uses canvas, cotton wool and colored pens to draw a homemade \”sheep\”. Divide the team members into two teams, each team consists of three people. A and B are in front and behind. A\’s arms are hooked with B\’s fingers to form a horse, and C is the rider. At the beginning of the game, the host throws the \”sheep\” vertically high in the center circle. The two sides compete. The one who captures it can throw the \”sheep\” to his own basket or pass it to his teammates. The \”sheep\” is thrown first. Throwing it onto the team\’s basket nets you one point. The rules are: 1. Teams without \”sheep\” can block and compete. When a stalemate occurs, the host can blow the whistle and throw the \”sheep\” vertically high in the same place to start the fight again; 2. The horse player must not fall apart. , the rider shall not disengage from the horse. The first team to score 6 points wins. 182. In the night battle game, two people each time wear blindfolds, hold inflatable plastic sticks, spin around three times, and then, under the guidance of their companions, find the target and hit each other with the inflatable plastic stick. Each person has five times. If you have no chance to attack, you can only dodge. The one who hits the opponent more times wins. 183. The blindfolded ball tossing player wears a blindfold, holds a bag with 24 small balls in it, stands on the throwing line with his back to the bucket, and under the guidance of his partner\’s words, strives to throw the small ball into the bucket. The one with more wins. 184. The tire rollers are divided into several teams, each team has 12 people, and they line up in a column. After the order is given, the front row rolls a truck inner tube forward until it bypasses the marker and then returns. Pass the inner tube to the second platoon and retreat from the team. tail. Then, switch to the second row and do it in the same way as before. Continue in sequence until the last person. Then, all 12 people are required to stand with both feet inside the inner tube, and are not allowed to put their feet outside the inner tube. There are many methods, and it all depends on the collective wisdom of the team. The team that completes the task first wins. 185. There are six people in each team of the Long Snake Formation.We were given a pair of long board slippers with six shoe covers and a strap on the toe. The six people were asked to put on the long board slippers together. After giving the order, they shouted \”1, 2! 1, 2!\” to move forward in a coordinated manner. No falls, the first to reach the finish line wins. 186. Each team of six people are required to cross the river with barrels and planks. They are given three gasoline barrels and two wooden boards of 300×20×5 cm. They are required to stand on the barrels and boards and work together to find a way to move across a 10-meter-wide river. In a small river, the team that reaches the other side first without falling into the water wins. 187. Drilling the grid uses a football gate or two tree trunks spaced 5 meters apart, and uses ropes and small hoops to tie grids of different shapes. The grids can be large or small, high or low, difficult or easy. Each team must have at least 12 participants. The time limit is half an hour, and participants are required to use their brains and use collective wisdom and strength to enable everyone to pass safely through different grids of the power grid. If they touch the grid, they will be \”electrocuted\”. The grid tether must not be drilled again. 188. The more people participating, the better. Everyone holds hands and forms a circle. The host invites one person to sit in the center of the circle and observe. When the game starts, the host sends a signal through his left or right hand. For example, he squeezes the left hand of the second row three times with his right hand. If the second row is the second row, he must immediately pass it on in the same way until it is fed back to the host a week later. At the same time, the observer must quickly judge the location of the current based on the subtle changes in everyone\’s expressions and body postures. If the answer is correct, he or she will get a score. If he says it wrong three times, he will be punished with a short show. Whenever the moderator receives feedback and finds an error, he must immediately find out who the problem is and then ask him to act as an observer. If the information transmitted is correct, the signal can be changed and the game played again. 189. In the blindfold formation, all team members join hands to form a circle, all put on blindfolds, turn to the right and move counterclockwise. After a while, the host quietly placed two ropes (one long and one short) in front of the feet of two players. When they find the rope, they will receive instructions from the host at the same time: use the rope to build a diamond pattern, and then all the people will be evenly distributed on the four sides of the pattern. When invisible, it is required to use language and touch to discuss and coordinate, and work hard to complete the task. This requires a good team spirit. The time limit for this game is 20 minutes. After finishing, you can slowly remove the blindfold and slowly open your eyes. Wow, the pattern we built turned out to be like this, and the distribution of people turned out to be like this! Then discuss and summarize experiences and lessons learned. 190. Balloon Steps Each person ties a balloon to their left and right ankles, holding hands to form a circle. The game started with a three-step and one-kick dance. After a few times, the host blew the whistle and everyone quickly dispersed and stepped on each other\’s balloons. After two of them exploded, they voluntarily ended. The last remaining person won the prize. 191. Brotherly Love (Curve) Participants: 1 person per team. Competition rules: Athletes hold one foot in one hand and then jump on one foot to complete the 50-meter stage. Props: Starting gun × 1. Starter: 1 person. On-site referees: 8 people (following athletes throughout the process) 192. Participants on the winding mountain road: 1 person per team. Competition rules: Athletes are marchingYou have to run 10 laps around the obstacle in the middle of the track, and then continue running forward to complete the 50-meter stage. Props: Stool x 8. On-site referee (maintaining order): 2 people

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