There are 8 games in this category. Children will learn locomotion, travelling, manipulation and stability skills by hopping, jumping, striking, balancing, twisting and turning. Encourage children to keep their knees slightly bent as they jump.

What’s Needed

  • 5 or more players, ages 6-8 years and 2 experienced “Enders”
  • 1 long skipping rope (487 cm or 16 feet)
  • A hard surfaced area

How to Play

  • Two players called “Enders” turn the rope (at a suitable speed), first in one direction and then in the other direction. Everyone else is a “Jumper” and forms a line in front of the skipping rope.
  • The first Jumper runs under the rope as it comes towards him/her, turns quickly and runs back under the rope when it reverses direction.
  • The second Jumper joins the first Jumper and they repeat the run through.
  • Continue to add a Jumper, one at a time.
  • The game ends when the rope is touched or a Jumper misses his/her turn. When this happens, the Jumper changes place with an Ender.

 

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Pace of play, speed of the rope.
  • What can be done safely.
  • Need for a partner.
  • What ends a turn.

What’s Needed

  • 4 players, ages 8-12 years
  • 1 long skipping rope (487 cm or 16 feet)
  • A hard surfaced area

How to Play

  • Two players called “Enders” turn the rope.  Two players are “Jumpers”, one is the “Cat” and the other is the “Mouse”. The Cat and the Mouse stand beside one of the Enders.
  • The Mouse takes the first turn by running in, jumping once and running out. He/She then runs around an Ender and jumps back in.
  • The Cat must also jump the rope and run around an Ender as he/she tries to tag the Mouse.
  • If the Mouse touches the rope or is tagged by the Cat, he/she changes place with one of the Enders. That Ender then becomes the Cat, the Cat becomes the Mouse, and the game continues.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Pace of play, speed of the rope.
  • How to catch the Mouse.
  • Safety of the Jumpers and Enders.
  • Need for a partner.
  • What ends a turn.

What’s Needed

  • 3 or more players, ages 6-12 years
  • 1 long skipping rope (487 cm or 16 feet)
  • A hard surfaced area

How to Play

  • Two players called “Enders” turn the rope. The third player is the “Jumper”. Enders slowly swing the rope back and forth chanting, while the Jumper jumps over the rope.

Everyone says the rhyme:

Blue bell, cockle shells, Eevey, Ivey, over
My mother sent me to the store
And this is what she sent me for
Salt, vinegar, mustard, pepper

 

  • When the word “over” is said, the Enders turn the rope in a full turn and the Jumper continues jumping.
  • The Enders then start to turn the rope a little faster on each word: salt, vinegar, mustard. When they say “pepper” they turn the rope as fast as they can.
  • The Jumper counts the number of “pepper jumps”. When the Jumper misses, she changes place with one of the Enders.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Pace of play, speed of the rope.
  • What can be done safely.
  • Need for a partner.
  • What ends a turn.

What’s Needed

  • 8 or more players, ages 8-12 years
  • 1 long skipping rope (487 cm or 16 feet)
  • A hard surfaced area

How to Play

  • Two players called “Enders”  turn the rope (at a suitable speed). Everyone else is a “Jumper”. Jumpers form a line beside one of the Enders.
  • The first Jumper is the “Leader.” He/She jumps the rope once, runs out and around the other Ender, ready to come in again. This starts the figure-8 pattern. See image.
  • Each Jumper must copy the Leader and tries to run in without missing a turn of the rope. This will vary with the ability of the players.
  • The Leader then runs in and may choose to do an action (touching
    the ground, jumping on one foot or stride jumping).
  • Then each Jumper must run in and copy the action done by the Leader. This continues until a Jumper misses her/his turn or touches the rope. He/She then stands to one side while the others continue.
  • The jumping will get faster as there are fewer Jumpers. The game is over when there are three Jumpers left.


Variation

  • Instead of eliminating Jumpers, when they are out they can change positions with the Enders.


Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Pace of play, speed of the rope.
  • The leader selects a safe action for the other players to follow.
  • Need for a partner.
  • What ends a turn.

What’s Needed

  • 4 or more players, ages 6-7 years
  • Long skipping rope (487 cm or 16 feet)
  • A hard surfaced area

How to Play

  • Two players called “Enders” hold the rope ends. Everyone else is a “Jumper”. The Enders wiggle the rope back and forth (at a suitable speed) so that it looks like a snake.
  • Jumpers take turns trying to jump over the snake without touching it.
  • If a Jumper touches the rope, he/she changes place with one of the Enders.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Pace of play, speed of the rope.
  • What can be done safely.
  • Need for a partner.
  • What ends a turn.

What’s Needed

  • 8 or more players, ages 6-12 years
  • 1 long skipping rope (487 cm or 16 feet)
  • A hard surfaced area

How to Play

  • Two players called “Enders” turn the rope. Everyone else is a “Jumper”. Jumpers form a line beside one of the Enders.
  • As the Enders turn the rope, the first Jumper jumps in and calls out, “Number one!” The Jumpers continue to jump in, one after another, calling out their number.
  • The goal is to have as many players as possible jumping at the same time before a player misses a jump or touches the rope. Everyone is a winner.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Pace of play, speed of the rope.
  • Number of players that can jump or move safely together.
  • Need for a partner.
  • What ends a turn.

What’s Needed

  • 8 or more players, ages 9-12 years
  • 1 long skipping rope (487 cm or 16 feet)
  • A hard surfaced area

How to Play

  • Two players called “Enders” turn the rope (at a suitable speed). Everyone else is a “Jumper”.
  • Divide the Jumpers into 2 groups. Each group lines up on the same side of the rope beside an Ender.
  • As the rope turns, the Jumpers from each end alternate taking turns running in, jumping, running out and joining the back of the other line.
  • Jumpers continue this criss-cross pattern until a Jumper misses his/her turn or hits the rope. If this happens, that Jumper is out of the game.
  • The last three Jumpers are winners.

Variation

  • Find ways to make the game cooperative and bring back the eliminated players.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Pace of play, speed of the rope.
  • Number of turns between jumpers.
  • Need for a partner.
  • What ends a turn.

What’s Needed

  • 3 or more players ages, 6-12 years
  • 1 yogi rope. Make your own yogi rope
  • A hard surfaced area

How to Play   

  • Two players stand 1.5 m (4 feet) away from each other with legs shoulder width apart. The yogi rope is held at the ankles of the two players to form a rectangle.
  • The third player, the “Jumper”, does a variety of actions (see Variations) which all players have agreed on prior to playing.
  • Once the Jumper has completed the routine, the rope can be moved to different levels on the body (calf, knees, thighs, hips, or waist).
  • The Jumper repeats the routine until they miss the intended jump. Then the Jumper changes place with one of the other players holding the rope.

Variations:

  • Players make their own routines by combining different moves to their own rhymes or songs. The player recites the rhyme or song, jumps in and places their feet when they land according to the routine.
  • Example: use rhyme “Super-Cali-Fragi-Listic-Expi-Ali-Do-Cious!”(song from Mary Poppins). And follow the actions. See image.
    • Super: Jump into the centre of the rope with feet together.
    • Cali: Jump and land so feet straddle both ropes.
    • Fragi: Jump so feet are on one side of the rope.
    • Listic: Jump and land with one foot on each rope.
    • Expi: Jump and land with feet straddling left rope.
    • Ali: Jump and land with feet straddling right rope.
    • Do: Jump and turn the body in the air so both feet land together on the right rope.
    • Cious: Jump and turn the body in the air so both feet land together on the left rope.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Pace of play, speed of the routine.
  • Working with a partner.
  • What ends a turn.