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Schools PE Resources

Complete game libraries for primary and secondary schools

101 Fun PE Games — Full Game Library (N–6)

Each game includes: Focus (key skills), Group size, Kit list, How to play, and Mods (adaptations/extensions). Perfect for halls, gyms, playgrounds or fields. Timings: 15–60 minutes.

Ages

4-11 years

Games

101 activities

Chapters

15 categories

Settings

Indoor & Outdoor

Chapter 1

Icebreaker Games

8 Games
Game 1
10–30
Name Dash
agility, awareness, confidence

Kit Needed

cones

How to Play

Players in a circle with one chaser in the middle. Chaser calls a name and sprints; named player must call a different name before being tagged; new name becomes target.

Adaptations

Walk/jog only for KS1; add a ball to dribble for KS2–3.

Game 2
10–40
High-Five Hunt
locomotion, social connection

Kit Needed

none

How to Play

On your signal, pupils move around to music. When music stops, teacher calls a number (e.g., 'five!') — form groups of that number and high-five everyone in group.

Adaptations

Add movement styles (skipping, hopping); require quick intros (name + favourite sport).

Game 3
12–32
Rock, Paper, Run!
reaction, sprinting

Kit Needed

cones

How to Play

Two teams face halfway line. On 'go,' front runners meet, play one RPS; winner sprints to opposite end to score, loser chases.

Adaptations

Make it relay style; best-of-3 for older pupils.

Game 4
8–24
Circle Pass Names
ball handling, memory

Kit Needed

1–3 soft balls

How to Play

In a circle, toss to someone after saying their name. Add more balls; keep rhythm.

Adaptations

Bounce pass only; add movement around circle between passes.

Game 5
12–40
Meet‑and‑Move Bingo
aerobic, social

Kit Needed

bingo cards, pencils

How to Play

Pupils mingle to find classmates matching card prompts; each match requires a 10‑sec exercise together before signing.

Adaptations

Different exercise per prompt; time‑boxed challenge.

Game 6
10–30
Island Hoppers
balance, teamwork

Kit Needed

hoops/spot markers

How to Play

Scatter 'islands.' On cue, groups must stand with at least one foot in an island; remove islands each round.

Adaptations

Add locomotion tasks between rounds; cooperative win if whole class fits two islands.

Game 7
pairs
Mirror Moves
coordination, leadership

Kit Needed

none

How to Play

Partners face; leader performs simple moves (reach, twist, squat); follower mirrors for 30–45 sec then swap.

Adaptations

Add light equipment (beanbag balance); increase tempo.

Game 8
12–36
Quick-Connect Chains
spatial awareness

Kit Needed

music (optional)

How to Play

Move freely; when you call 'chains of 4!' pupils quickly connect arms/肩膀 in groups of 4; last formed chain does 5 star jumps.

Adaptations

Vary numbers; add locomotion styles.

Chapter 2

Relay Races

7 Games
Game 9
teams of 4–6
Cone Shuttle Relay
speed, pacing

Kit Needed

cones

How to Play

Standard shuttle (10–20 m). Touch line, return, tag next.

Adaptations

Add object carry; backwards return.

Game 10
teams of 6–10
Hula Hoop Tunnel
teamwork, dexterity

Kit Needed

hoops

How to Play

Team holds hands in line; hoop passed along the chain without letting go. Race other teams.

Adaptations

Two hoops opposite ends.

Game 11
4–6 per team
Beanbag Stack & Sprint
accuracy under fatigue

Kit Needed

beanbags, spots

How to Play

Sprint, place beanbag neatly on spot, return; next adds on top. Falling stack resets.

Adaptations

Use different locomotion each lap.

Game 12
4–6 per team
Figure‑8 Baton
turning, control

Kit Needed

baton/cone

How to Play

Weave a figure‑8 around two cones, hand off.

Adaptations

Dribble ball instead of baton for KS2–3.

Game 13
pairs per team
Wheelbarrow Relay
upper‑body, core

Kit Needed

mats (optional)

How to Play

One pupil walks on hands while partner holds ankles; swap at halfway.

Adaptations

Crab‑walk alternative; distance scaling.

Game 14
4–6 per team
Rainbow Collect
decision‑making, speed

Kit Needed

coloured cones/beanbags

How to Play

Teacher calls a colour pattern; runner collects in order and returns.

Adaptations

Add memory pattern (e.g., red‑blue‑yellow‑blue).

Game 15
6–10 per team
Over‑Under Express
coordination

Kit Needed

lightweight ball

How to Play

Pass ball over head then under legs down the line; last sprints to front.

Adaptations

Two balls; reverse direction on whistle.

Chapter 3

Obstacle Courses

7 Games
Game 16
stations
Agility Alley
footwork, rhythm

Kit Needed

ladder, mini‑hurdles, cones

How to Play

Ladders → hurdles → zig‑zag cones → finish sprint.

Adaptations

Time trial; partners chase.

Game 17
stations
Balance Bridge
balance

Kit Needed

bench/beam, beanbags, hoops

How to Play

Bench/beam walk with beanbag balance then hop through hoops.

Adaptations

Eyes‑on‑target cue; widen beam for KS1.

Game 18
stations
Crawl‑Climb‑Jump
gross motor

Kit Needed

tunnel, boxes, spots

How to Play

Tunnel crawl, low climb (box), two‑foot jumps.

Adaptations

Add 'soft touch' target at end.

Game 19
individual/pairs
Backpack Courier
control, planning

Kit Needed

soft bag, cones

How to Play

Carry a soft bag through course without dropping items.

Adaptations

Add time penalty for spills.

Game 20
stations
Target Toss Gate
accuracy

Kit Needed

hoops, beanbags

How to Play

Complete a throw through a hoop gate mid‑course.

Adaptations

Vary hoop size/distance.

Game 21
stations
Stepper Challenge
leg strength

Kit Needed

step/box

How to Play

Step up/down 10 reps before continuing course.

Adaptations

Add lateral steps.

Game 22
whole class rotation
Full Circuit Fiesta
endurance, variety

Kit Needed

multi-station

How to Play

Combine 5–7 mini stations; 45 sec each; rotate on whistle.

Adaptations

Add music; theme stations.

Chapter 4

Fine Motor Skills

6 Games
Game 23
8–20
Beanbag Balance Walk
balance, core

Kit Needed

beanbags, lines/spots

How to Play

Walk along line/beam with beanbag on head or shoulder.

Adaptations

Add turns; partner toss mid‑walk.

Game 24
pairs
Marble Roll Target
hand‑eye coordination

Kit Needed

marbles/small balls, targets

How to Play

Roll marble to knock target or into circle.

Adaptations

Distance scaling; different surfaces.

Game 25
2–4
Precision Stack
dexterity

Kit Needed

cups/blocks

How to Play

Stack objects in pattern under time pressure.

Adaptations

Blindfolded partner guides.

Game 26
pairs
Thread & Weave
coordination

Kit Needed

ropes, cones

How to Play

Weave rope through cones in specific pattern; race format.

Adaptations

Add relay element.

Game 27
4–12
Balloon Keep‑Up
tracking, timing

Kit Needed

balloons

How to Play

Keep balloon(s) airborne using only specified body part.

Adaptations

Add multiple balloons; no hands challenge.

Game 28
individual
Paper Plate Spin
wrist control

Kit Needed

paper plates

How to Play

Spin plate on finger; move around space without dropping.

Adaptations

Add obstacles to navigate.

Chapter 5

Throwing Games

7 Games
Game 29
pairs
Target Tic‑Tac‑Toe
accuracy

Kit Needed

beanbags, grid

How to Play

Throw beanbags to claim squares on 3×3 grid.

Adaptations

Vary distance; add defenders.

Game 30
teams of 3–5
Castle Knockdown
power, strategy

Kit Needed

cups, foam balls

How to Play

Teams build 3‑cup towers; knock opponent's using foam balls. Rebuild allowed.

Adaptations

Limit rebuild time; add 'shield' player.

Game 31
4–12
Bullseye Bonanza
precision

Kit Needed

target circles, beanbags

How to Play

Score points by landing in concentric circles.

Adaptations

Bonus zones; moving targets.

Game 32
pairs/small groups
Bucketball
arc, distance

Kit Needed

buckets, balls

How to Play

Throw ball into bucket from set distances; advance for each success.

Adaptations

Bounce shots; wind interference (fans).

Game 33
teams of 4–6
Hoop Toss Relay
teamwork, accuracy

Kit Needed

hoops, beanbags

How to Play

Relay where each runner must land beanbag in hoop before tagging next.

Adaptations

Progressive distance.

Game 34
pairs
Knock‑the‑Pins
rolling accuracy

Kit Needed

cones, balls

How to Play

Roll ball to knock over opponent's cone lineup.

Adaptations

Add goalie; increase distance.

Game 35
individual
Distance Challenge
power

Kit Needed

soft balls, markers

How to Play

Throw for maximum distance; mark personal best.

Adaptations

Different throw types (overhand, underhand).

Chapter 6

Outdoor Games

7 Games
Game 36
two teams
Capture the Cones
strategy, speed

Kit Needed

cones, boundaries

How to Play

Teams try to steal cones from opponent's zone without being tagged.

Adaptations

Safe zones; time limits.

Game 37
teams of 3–5
Nature Scavenger Sprint
observation, fitness

Kit Needed

list, collection bags

How to Play

Find natural items on list; first team back with all items wins.

Adaptations

Photo evidence instead of collecting.

Game 38
10–30
Shadow Tag
agility, awareness

Kit Needed

sunny day

How to Play

Step on opponent's shadow to tag them.

Adaptations

Partner shadows; frozen shadows.

Game 39
two teams
Boundary Ball
throwing, dodging

Kit Needed

soft balls, boundary line

How to Play

Teams throw balls to hit opponents across center line.

Adaptations

Multiple balls; safe zones.

Game 40
8–20
King of the Hill
balance, strength

Kit Needed

raised area/mat

How to Play

Gentle pushing to claim 'hill' (standing area).

Adaptations

Time limits; team version.

Game 41
8–16
Parachute Popcorn
cooperation

Kit Needed

parachute, balls

How to Play

Group holds parachute edges; bounce balls ('popcorn') off center.

Adaptations

Colour calling; ball elimination.

Game 42
individual
Long Jump Challenge
explosive power

Kit Needed

measuring tape, markers

How to Play

Standing or running long jump; measure and record.

Adaptations

Team totals; personal bests.

Chapter 7

Tag Games

8 Games
Game 43
12–30
Freeze & Melt
aerobic, teamwork

Kit Needed

none

How to Play

Tagged players freeze; teammates perform 3 squats to unfreeze.

Adaptations

Add safe zones; vary unfreeze task.

Game 44
15–40
Blob Tag
cooperation, speed

Kit Needed

none

How to Play

Tagged players join hands with tagger forming growing 'blob.'

Adaptations

Split blob when reaches 4 players.

Game 45
12–30
Sharks & Minnows
dodging, reaction

Kit Needed

boundaries

How to Play

Minnows cross ocean; sharks tag; tagged become sharks.

Adaptations

Safe islands; seaweed (frozen obstacles).

Game 46
10–25
Tunnel Tag
flex flexibility, helping

Kit Needed

none

How to Play

Frozen players stand in wide stance; freed by crawling through legs.

Adaptations

Add multiple taggers.

Game 47
15–35
Hospital Tag
strategy, endurance

Kit Needed

none

How to Play

Tagged players hold spot with hand; second tag = hospital (sideline); healed after 10 jumping jacks.

Adaptations

Vary healing exercise.

Game 48
10–24
Line Tag
agility, boundaries

Kit Needed

court lines

How to Play

Can only run on marked lines; stepping off = tagged.

Adaptations

Add intersections rule.

Game 49
12–30
Sock Tag
speed, laughter

Kit Needed

socks/ribbons

How to Play

Tuck sock in waistband; pull opponent's sock to tag.

Adaptations

Team version; multiple socks.

Game 50
12–30
Chain Tag
communication

Kit Needed

none

How to Play

Tagged players join hands with tagger; only end players can tag.

Adaptations

Split at 5 players.

Chapter 8

Fitness Games

8 Games
Game 51
teams of 4–6
Deck of Fitness
endurance, variety

Kit Needed

deck of cards

How to Play

Draw card = exercise & reps; teams race to clear deck. Suits determine movement (♥=cardio, ♦=core, ♣=upper, ♠=lower).

Adaptations

Jokers = team challenge; adjust rep counts.

Game 52
individual/pairs
Fitness Bingo
full-body

Kit Needed

bingo cards

How to Play

Complete exercises on card to mark square; 5-in-a-row wins.

Adaptations

Time limits; group challenges.

Game 53
small groups
Fitness Poker
strength, chance

Kit Needed

cards

How to Play

Make best poker hand; losing hand does exercise challenge.

Adaptations

Vary hand difficulty = exercise difficulty.

Game 54
10–30
Musical Hoops Workout
cardio, listening

Kit Needed

hoops, music

How to Play

Move around hoops; music stops = jump in and do called exercise.

Adaptations

Remove hoops; partner exercises.

Game 55
whole class
Fitness Dice Roll
variety

Kit Needed

large dice/spinner

How to Play

Roll dice = exercise type & reps.

Adaptations

Student leaders; team totals.

Game 56
individual/partners
Pyramid Builders
endurance progression

Kit Needed

none

How to Play

Start with 1 rep each of 5 exercises; next round 2 reps; up to 5 then back down.

Adaptations

Adjust peak number.

Game 57
lines of 5–8
Follow the Leader Fitness
creativity, cardio

Kit Needed

none

How to Play

Leader performs exercise; all follow; rotate leader every 30 sec.

Adaptations

Add music; themed movements.

Game 58
whole class
Fitness Survivor
endurance, mental toughness

Kit Needed

none

How to Play

Class performs exercise together; last to complete does bonus round.

Adaptations

Team support; positive focus.

Chapter 9

Track & Field Athletics

7 Games
Game 59
heats of 4–6
Sprint Starts
acceleration

Kit Needed

start line, cones

How to Play

Practise various starts (standing, crouching); 20m sprints.

Adaptations

Reaction games; staggered starts.

Game 60
teams
Hurdle Hop Relay
rhythm, power

Kit Needed

hurdles/cones

How to Play

Hop or jump over low obstacles in relay format.

Adaptations

Vary heights; one-foot hops.

Game 61
individual
Standing Long Jump Contest
explosive power

Kit Needed

measuring tape

How to Play

Two-foot take-off and landing; measure distance.

Adaptations

Team totals; personal bests.

Game 62
pairs
Medicine Ball Put
upper body power

Kit Needed

medicine balls

How to Play

Push (not throw) from shoulder; measure distance.

Adaptations

Different weights; standing/seated.

Game 63
individual
Triple Jump Practice
coordination, power

Kit Needed

runway, pit/mats

How to Play

Hop-step-jump sequence.

Adaptations

Single/double emphasis; video analysis.

Game 64
teams of 4
Relay Handoff Drills
timing, teamwork

Kit Needed

batons

How to Play

Practise exchange zones; competitive heats.

Adaptations

Blind handoffs; vary distances.

Game 65
groups by ability
Middle Distance Pacing
endurance, strategy

Kit Needed

track/markers

How to Play

400-800m runs focusing on even splits.

Adaptations

Pacer leaders; goal times.

Chapter 10

Hockey Games

6 Games
Game 66
teams
Dribble Relay
stick control

Kit Needed

sticks, balls, cones

How to Play

Dribble around cones and back.

Adaptations

Add obstacles; backwards dribble.

Game 67
small groups
Goal Rush
shooting accuracy

Kit Needed

goals, balls

How to Play

Take turns shooting from marked spots; most goals wins.

Adaptations

Add goalkeeper; moving shots.

Game 68
teams of 3–5
Keep Away
passing, positioning

Kit Needed

ball, boundaries

How to Play

Team keeps possession; count passes.

Adaptations

Touch limits; size of area.

Game 69
pairs
Target Passing
accuracy

Kit Needed

cones, balls

How to Play

Pass through cone gates; earn points.

Adaptations

Moving targets; first-time passes.

Game 70
3v3 or 4v4
Mini Hockey
game play

Kit Needed

goals, balls, bibs

How to Play

Small-sided game; emphasise passing and positioning.

Adaptations

No goalkeepers; touchline rules.

Game 71
groups of 5
Interceptor
defensive positioning

Kit Needed

ball

How to Play

4 players pass around 1 defender; defender tries to intercept.

Adaptations

Time limits; rotate defender.

Chapter 11

Frisbee Games

6 Games
Game 72
small groups
Disc Golf
throwing accuracy

Kit Needed

frisbees, targets/baskets

How to Play

Throw to targets in fewest attempts.

Adaptations

Vary distances; obstacles.

Game 73
teams of 5–7
Ultimate Basics
catching, throwing

Kit Needed

frisbee, boundaries

How to Play

Pass disc to score in end zone; no running with disc.

Adaptations

Smaller field; 3-pass minimum.

Game 74
pairs/small groups
Target Toss
precision

Kit Needed

frisbees, hoops/targets

How to Play

Throw disc through target from varying distances.

Adaptations

Point zones; wind challenges.

Game 75
two teams
Disc Dodgeball
throwing, dodging

Kit Needed

soft frisbees

How to Play

Roll discs to hit opponents below waist.

Adaptations

No headshots; safe zones.

Game 76
groups of 4–8
Keep It Up
control, cooperation

Kit Needed

frisbee

How to Play

Keep disc airborne using tips/pokes; count touches.

Adaptations

No hands; competition between groups.

Game 77
circle of 8–15
Hot Disc
quick release

Kit Needed

frisbee

How to Play

Pass disc quickly around circle; drop = out.

Adaptations

Add second disc; reverse direction.

Chapter 12

Basketball Games

6 Games
Game 78
12–20
Dribble Knockout
ball control

Kit Needed

basketballs

How to Play

Everyone dribbles in area; try to knock others' balls away whilst keeping own.

Adaptations

Last 3 standing win; zones.

Game 79
2–6 per hoop
Around the World
shooting

Kit Needed

basketballs, hoops

How to Play

Shoot from marked spots around key; advance on makes.

Adaptations

Chance/risk rule; competition format.

Game 80
teams
Passing Relay
passing types

Kit Needed

balls, cones

How to Play

Complete passing sequence (chest, bounce, overhead) at each cone.

Adaptations

Add defence; time trial.

Game 81
teams of 3
3-on-3 Half Court
game play

Kit Needed

ball, hoop, bibs

How to Play

Small-sided game; scoring rules.

Adaptations

Must make X passes before shooting.

Game 82
line of players
Lightning
shooting speed

Kit Needed

2 balls, hoop

How to Play

First two shoot; if second player makes before first, first is out.

Adaptations

Designated spots; team version.

Game 83
two lines
Layup Lines
finishing, timing

Kit Needed

balls, hoop

How to Play

Practise right/left hand layups in continuous drill.

Adaptations

Add defence; reverse layups.

Chapter 13

Football Games

6 Games
Game 84
individual/pairs
Dribble Maze
close control

Kit Needed

footballs, cones

How to Play

Dribble through cone maze without touching cones.

Adaptations

Time trials; add turns.

Game 85
10–20
Gate Game
dribbling, awareness

Kit Needed

footballs, cone gates

How to Play

Dribble through as many gates as possible in time limit.

Adaptations

Steal others' balls; teams.

Game 86
small groups
Target Shooting
shooting accuracy

Kit Needed

footballs, goal, targets

How to Play

Shoot at targets in goal for points.

Adaptations

Moving ball; weaker foot.

Game 87
pairs
1v1 to Goal
attacking/defending

Kit Needed

football, small goals

How to Play

Quick 1v1 games; winner stays.

Adaptations

Time limits; conditions (3 touch, weaker foot).

Game 88
4v4 or 5v5
Small-Sided Game
game understanding

Kit Needed

footballs, goals, bibs

How to Play

Modified rules for development.

Adaptations

Condition goals (one-touch finish); restrictions.

Game 89
pairs
Passing Pairs
passing technique

Kit Needed

footballs, markers

How to Play

Pass and move patterns; progress to game-like scenarios.

Adaptations

First-time only; weaker foot.

Chapter 14

Netball & Rounders

6 Games
Game 90
small groups
Netball Shooting Challenge
shooting technique

Kit Needed

netballs, posts

How to Play

Players take turns shooting from designated spots; track accuracy.

Adaptations

Add defender; increase distance.

Game 91
groups of 4–6
Passing Patterns
footwork, passing

Kit Needed

netballs

How to Play

Static then moving passing sequences; focus on footwork rules.

Adaptations

Add interception challenges.

Game 92
teams
3-Second Keep Ball
quick release

Kit Needed

netball, bibs

How to Play

Possession game with 3-second holding rule.

Adaptations

Vary space; add defenders.

Game 93
two teams
Rounders Baseball
batting, fielding

Kit Needed

rounders bat, ball, bases

How to Play

Simplified rounders focusing on batting technique and fielding positions.

Adaptations

Vary pitch distance; tee batting for beginners.

Game 94
teams
Relay Rounders
throwing accuracy

Kit Needed

tennis balls, bases

How to Play

Teams compete to complete base circuit; accuracy throwing required.

Adaptations

Add obstacles; time penalties for misses.

Game 95
pairs/groups
Target Fielding
catching, throwing

Kit Needed

balls, targets

How to Play

Field ball and hit target; score points for accuracy.

Adaptations

Moving targets; vary distances.

Chapter 15

Volleyball & Badminton

6 Games
Game 96
pairs/groups
Catch & Set
setting technique

Kit Needed

volleyballs

How to Play

Catch-set-throw progression to develop correct hand position.

Adaptations

Reduce catches; competitive scoring.

Game 97
groups of 3
Pepper Drill
passing, setting, attacking

Kit Needed

volleyballs

How to Play

Continuous dig-set-spike pattern.

Adaptations

Target areas; competition.

Game 98
rotating teams
King's Court
serving, rallies

Kit Needed

court, ball

How to Play

Winners stay on court; challengers rotate.

Adaptations

Point requirements; team rotations.

Game 99
pairs
Badminton Shuttlecock Rally
racquet control

Kit Needed

racquets, shuttlecocks

How to Play

Keep rallies going; count consecutive hits.

Adaptations

Add targets; competitive format.

Game 100
pairs
Clear & Drop
shot variety

Kit Needed

racquets, shuttlecocks

How to Play

Practise clears and drops alternating; focus on technique.

Adaptations

Add movement patterns; game situations.

Game 101
groups of 4
Doubles Rotation
positioning, tactics

Kit Needed

racquets, shuttlecocks, court

How to Play

Doubles games with rotating partners; emphasise positioning.

Adaptations

Condition rules (must hit baseline once per rally).

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