Game Ideas. Recess Games Educational Tools P.E. Activities. Awesome Ideas for Playing with Fit & Fun Playscapes Game Stencils

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1 Game Ideas playscape s Awesome Ideas for Playing with Fit & Fun Playscapes Game Stencils Recess Games Educational Tools P.E. Activities Copyright 2015 Fit & Fun Playscapes LLC. All rights reserved.

2 ANIMAL FOOT PRINTS Product Number: 11-1W-001 This game can be used to organize groups, identify teams or integrated into classroom curriculum as well as offering playground fun. 1. Playground Round-Up: Arrange the prints to define teams or players for races, group exercise, leap frog, and more. These stencils can be used along the edge of the playground, within a designated area or around the Circle Up stencil. Have players and teams of different prints compete in a fun and organized manner. 2. PE Stations: Arrange prints in a repeating linear manner during PE class for timed drills, jumping, stepping or tip-toeing across patterns. 3. Animal Foot Print Identification: The children can learn to identify the prints of a lion, wolf, deer, coyote, alligator, bear, tiger and armadillo. Teachers can make cards with the names of each animal and have children match the name with the print. 4. Tracking Across the Playground: Apply the Animal Paw Prints stencil continuously around the playground or along sidewalks or paths. Children will have fun hopping, running or tracking across the playground mimicking these beloved animals as they travel. 5. Bus Stop Prints: Use these stencils to help children identify bus routes in a fun and creative way. Apply these stencils on the ground from the drop-off area into the school and at the bus-stop location. 6. Creative Play: Use these stencils to create a background for children to expand upon and create their own wildlife-themed playground. Providing chalk or washable paint, children can turn these paw prints into a story-based art project that comes to life.

3 FOOT PRINTS Product Number: 11-1P-002 These stencils can be used in a variety of ways at school, daycare or at home. The following are some ideas. 1. Carbon Foot Print: Use these stencils for Earth Day or other environmental events to graphically display carbon footprint projects. 2. PE Warm-Up: Apply stencils to floor or ground in varying patterns to prompt running, skipping, jumping (on one or two feet), or side to side (slalom) jumping. 3. Broad Jump: Apply Foot Prints in varying distances apart (see Foot Prints Broad Jump Application Instructions) for use in PE class. Use Giant foot prints as quirky test at the end! 4. Crab Crawling: Using Foot Prints with Hand Prints, create patterns across pavement to encourage crab-like movements. Use with washable paints for fundraising or field day events. 5. Find Your Way: Use in sequence to create meandering crossing paths of footprints of different colors. 6. Art Projects: Use the stencil for a variety of art projects. Can be used on the floor or wall. 7. Follow My Foot Prints: Apply Foot Prints to assist young children or children with special needs in finding classrooms or bus routes. 8. Fundraising Events: Use stencil for fundraising events buy a Foot Print for a small donation, and apply to special area of school or playground. 9. Birth Announcements: Apply with washable paint to driveways or sidewalks to announce the birth of children. Or use on posters.

4 HAND PRINTS Product Number: 11-1P-003 These stencils can be used in a variety of ways at school, daycare or at home. The following are some ideas. 1. Hands Across the World: Use these stencils for art inspired, volunteer or other environmental events to graphically display carbon footprint projects. 2. Crab Crawling: Using Foot Prints with Hand Prints, create patterns across pavement to encourage crab-like movements in PE class. Use with washable paints for fundraising or field day events. 3. Art Projects: Use the stencil for a variety of art projects. Can be used on the floor or wall. 4. Hello and Good-bye: Apply Hand Prints at front door to depict a wave hello or wave good-bye. 5. Fundraising Events: Use stencil for fundraising events buy a Hand Print for a small donation, and apply to special area of school or playground. 6. Birth Announcements: Apply with washable paint to driveways or sidewalks to announce the birth of children. Or use on posters. 7. Counting Fingers: Use in classroom or on playground to help children to count using fingers. Apply numbers with chalk to aid in counting.

5 SHAPES THAT SHAPE YOU UP Product Number: 11-1W-004 (Formerly ) This game can be used in physical education class, used as stepping stones or as a tool to learn about color theory and geometry. The following are some ideas. 1. Playground Round-up: Arrange the shapes to define teams or players for races, group exercise, leap frog, and more. Have players and teams of different shape compete in a fun and organized manner. 2. PE Stations: Arrange prints in a repeating linear manner during PE class for timed drills, jumping, stepping or tip-toeing across patterns. 3. So Many Shapes: The children can learn basic shapes as included in the pack plus use the rectangle to make a square or the triangle to make a diamond. Children can create additional shapes with chalk such as: the rhombus, hexagon, octagon, etc. 4. Color Theory: Children can learn about the meaning of primary, secondary and tertiary colors in a hands-on way. Paint the shapes in all the following configurations and the children will learn to recognize the differences: a. Three primary colors: red, yellow and blue. b. Three secondary colors: orange, green and purple. Orange is made by mixing red and yellow. Green is created by blending yellow and blue and purple is made with blue and red. c. Six tertiary colors: made by mixing the secondary colors with the adjacent primary colors as follows: red and orange, red and violet, yellow and green, yellow and orange, blue and green and, blue and violet. 5. Practice Circumference: Children can try to guess which of the shapes has the largest and the smallest circumference. Then they can take string and measure on their own. 6. The Third Dimension: Each shape is painted in an arrangement approximately 4 feet apart or as desired. Children can take chalk to transform the 2 dimensional shape into a 3 dimensional figure. 7. Hopping Around the Shapes: Paint the shapes multiple times in a meandering pattern approximately 2 feet apart. Children will have fun hopping around the playground from shape to shape.

6 BUBBLES, BUBBLES EVERYWHERE! Product Number: 11-1P-005 These stencils can be used in a variety of ways at school, daycare or at home. The following are some ideas. 1. Waterplay: Apply adjacent to water tables, pools or spray/ sprinkler areas to accentuate the water theme. Apply to create a path or paint each individually. Use with washable paint (thin layer) and the children can wash the bubble away. 2. Pop the Bubbles: Direct children to jump or hop on the bubbles to pop them. Strengthens coordination, endurance and gross motor skills. 3. Bubble Connection: Apply bubbles in various colors of the same amount per color. For example, 5 blue bubbles, 5 red bubbles, etc. Provide chalk to children by color as well such as one child has blue chalk, another has red chalk, etc. Have each child draw a squiggly line connecting the bubbles so that the blue chalk lines connect all the blue bubbles, the red chalk lines connect all the red bubbles, etc. Supports color recognition and improves fine motor skills. Another version: try connecting by size. 4. Art Projects: Use the stencil for a variety of art projects. Can be used on the floor or wall. 5. Counting Bubbles: Have children count the bubbles. 6. Creative Play: Apply to floor or wall surfaces to create back-drop for children s imaginative/ creative play during free time. 7. Musical Bubbles: A new spin on musical chairs! Apply stencils several times to floor or ground. Play music, like musical chairs, crossing off with chalk one bubble after each round.

7 BOUNCIN BALLONS Product Number: 11-1P-006 These stencils can be used in a variety of ways at school, daycare or at home. The following are some ideas. 1. Party Time: Apply to floor or ground to maximize the festive occasion! Apply to create a path, grouping or paint each individually. Use with washable paint (thin layer) and the children can wash the balloons away. 2. Pop the Balloons: Direct children to jump or hop on the balloons to pop them. Strengthens coordination, endurance and gross motor skills. 3. Balloon Strings: Apply balloons in various colors of the same amount per color. For example, 5 blue balloons, 5 red balloons, etc. Provide chalk to children by color as well such as one child has blue chalk, another has red chalk, etc. Have each child draw a string with chalk connecting the bubbles so that the blue strings connect all the blue balloons, the red chalk lines connect all the red balloons, etc. Supports color recognition and improves fine motor skills. Another version: try connecting by size. 4. Art Projects: Use the stencil for a variety of art projects. Can be used on the floor or wall. 5. Counting Balloons: Have children count the balloons. 6. Letter or Number Balloons: Apply one of our Letter or Number stencils inside larger size balloon stencil for a fun way to learn counting and letters. 7. Creative Play: Apply to floor or wall surfaces to create back-drop for children s imaginative/ creative play during free time. 8. Musical Balloons: A new spin on musical chairs! Apply stencils several times to floor or ground. Play music, like musical chairs, crossing off with chalk one balloon after each round. 9. Birth Announcement: Celebrate the birth of your child by painting a blue or pink balloon on your sidewalk using washable paint. Welcome back teachers returning from maternity leave similarly, painting balloons at front entrance to school.

8 STEPPING STONES Product Number: 11-1P-007 These stencils can be used in a variety of ways at school, daycare or at home. The following are some ideas. 1. Garden Path: Apply stencil in tandem to create a long garden-like path perfect for parties, events or outdoor classrooms. Great for accentuating entry or leading to event. 2. Stepping Stone Hop: Direct children to hop on the stones to get to the other side. Strengthens coordination, endurance and gross motor skills. 3. Rainbow Stones: Apply stencil many times to create a large grouping using various vibrant colors. Call out one of the colors and have children find and stand on that color. Try with different colors. Helps children learn colors in a fun, active way. 4. Letter or Number Stones: Apply one of our Letter or Number stencils inside larger size stone stencils for a fun way to learn. 5. Art Projects: Use the stencil for a variety of art projects. Can be used to create a path or stone wall. 6. Counting Bubbles: Have children count the stones. 7. Creative Play: Apply to floor or wall surfaces to create back-drop for children s imaginative/ creative play during free time. 8. Musical Stones: A new spin on musical chairs! Apply stencils several times to floor or ground. Play music, like musical chairs, crossing off with chalk one stone after each round. Repeat, crossing off another stone after each round until on child remains.

9 CHESS, CHECKERS & BORDERS (Large) Product Number: 11-1W-008 The ideas are endless with this stencil, capable of creating popular games of strategy and stamina as well as educational and artistic studies. 1. Checkers & Chess: These games can be played using game pieces created by students, purchasing them separately or students become the game pieces themselves by standing in place wearing matching hats or shirts. Search the internet for complete instructions for playing checkers or check these websites out: a. For chess: b. For checkers: 2. Square Twister: Best when 2-4 players are playing, each player finds a small stone or marker. The first player tosses the marker on the playing surface. That player must place either a foot or hand on that spot. Each subsequent player does the same and every player repeats their turn until someone can no longer sustain themselves on their hands and feet alone. That person is out and the game is over when one person remains. 3. Number and Letter Grids: Use this stencil any number of times to create grids for numbers or letters that children can chalk out in each space. Create larger spaced grids by painting 4 adjoining squares as quadrants as the same color and fill in. 4. Mosaic Artwork: Use the grid pattern multiple times to create a mosaic with children using washable paint or chalk to fill in each square to create artwork. 5. Carbon-Copy: Arrange grid multiple times to create large grids. Take any photocopy of artwork and cut into the same number of squares. Distribute pieces among children with a copy of the original artwork and have them re-create it using chalk or washable paint as a playground reproduction. 6. Tic-Tac-Toe: Use a portion of the grid to make this old time favorite. Use multiple squares to make large squares.

10 LETTER GRIDS Using the Chess, Checkers and Borders Large, Uppercase Letter Set & Full Number and Letter Set Product Number: 11-1W & 11-SP-030 or 11-SP-031 Combining physical ideas can be fun! exercise with educational 1. Letter Hop: Children can hop from letter to letter to spell out their own name or words. 2. Letter Game: For 2-4 players. Taking turns, each child can toss a bean bag or throw onto grid until it lands on a lettered square. The child can either spell out loud or hop on each letter to spell out a word that begins with that letter. Next child can spell out loud or hop on each letter to spell out a word that begins with that letter, until all children can spell one word each. Variations: a. Using chalk, children can spell as many words as possible on the pavement using that letter first. b. Each child tosses and spells once, then next child gets a turn tossing and spelling. c. Use two bean bags or throws so that spelling requires to use one letter at the beginning and the other at the end of a word. 3. Alphabet Game: Child jumps with two feet onto each square, starting with the letter A or a. 4. Word Search: Letters can be applied in different patterns so that key words can be found. Words can be nature themed, such as lake, ants, rocks, etc. or characteristic- themed such as honest, sharing, nice, etc. Children use chalk to circle the words. 5. Letter Bounce: Children can use ball while hopping from square to square, spelling out words FIT AND FUN PLAYSCAPES, LLC

11 NUMBER GRIDS Using the Chess, Checkers and Borders Large, Number Set & Full Number and Letter Set Product Number: 11-1W & 11-SP-029 or 11-SP-031 Combining physical exercise with educational ideas can be fun! 1. Number Hop: Children can hop from number to number to spell out important phone numbers. 2. Number Game: For 2-4 players. Taking turns, each child can toss a bean bag or throw onto grid until it lands on a numbered square. The child can either say out loud or hop on each number that comprises the sums or factors that are needed to calculate that number. For example, if throw lands on number 16 and is using an addition table, the child would say out loud while jumping if possible, 8 plus 8 equals 16, or 12 plus 4 equals 16. Similar use with multiplication grid. Each child gets a turn. Variations: a. Using chalk, children can circle sums and factors. b. Use two bean bags or throws so that adding or multiplying requires using both to find sum or product. 3. Number Jump: Child jumps with two feet onto each square, starting with the 1 and says number out loud. 4. Fact Families: Teachers and children can use grid to practice addition and multiplication fact families. 5. Number Bounce: Children can bounce ball while hopping from square to square, saying numbers out loud FIT AND FUN PLAYSCAPES, LLC

12 NUMBER & LETTER LINES Using the Chess, Checkers and Borders Large, Number Set & Full Number and Letter Set Product Number: 11-1W & 11-SP-029 or 11-SP-031 Combining physical exercise with educational ideas can be fun! 1. Number and Letter Line Games: Child jumps with two feet onto each square, starting with the 1 or A and says number or letter out loud. Repeat faster. 2. Number and Letter Bounce: Children can bounce ball while hopping from square to square, saying numbers or letters out loud. Repeat faster. 3. Hopscotch: Using a marker or throw, toss onto line. Hop using one, two or a combination of both from one end of line, skipping over the square where the marker/ throw has landed and returning back down the line, pausing to pick up the marker/ throw. 4. Number and Letter Stations: Use to delineate PE class, bus dismissal, lunch room, playground or assembly locations for groups of children FIT AND FUN PLAYSCAPES, LLC

13 CHESS, CHECKERS & BORDERS (Small) Product Number: 11-1W-009 The ideas are endless with this stencil, capable of creating popular games of strategy and stamina as well as educational and artistic studies. 1. Checkers & Chess: These games can be played using game pieces created by students, purchasing them separately or students become the game pieces themselves by standing in place wearing matching hats or shirts. Search the internet for complete instructions for playing checkers or check these websites out: a. For chess: b. For checkers: 2. Square Twister: Best when 2-4 players are playing, each player finds a small stone or marker. The first player tosses the marker on the playing surface. That player must place either a foot or hand on that spot. Each subsequent player does the same and every player repeats their turn until someone can no longer sustain themselves on their hands and feet alone. That person is out and the game is over when one person remains. 3. Number and Letter Grids: Use this stencil any number of times to create grids for numbers or letters that children can chalk out in each space. Create larger spaced grids by painting 4 adjoining squares as quadrants as the same color and fill in. 4. Mosaic Artwork: Use the grid pattern multiple times to create a mosaic with children using washable paint or chalk to fill in each square to create artwork. 5. Carbon-Copy: Arrange grid multiple times to create large grids. Take any photocopy of artwork and cut into the same number of squares. Distribute pieces among children with a copy of the original artwork and have them re-create it using chalk or washable paint as a playground reproduction. 6. Tic-Tac-Toe: Use a portion of the grid to make this old time favorite. Use multiple squares to make large squares.

14 CIRCLE UP - LARGE Product Number: 11-2W-010 This game can be used in PE class, math or social studies class or at recess time. The following are some ideas. 1. PE Class Group Exercise: PE teachers can use this circle stencil over and over again for group warm-up exercises and games. a. Circle Dodgeball: The class should be divided into 2 teams. One team stands randomly inside the circle and the other half spread out around the outside of the circle. The inside team is allowed to run around the inside of the circle, but cannot go outside the line. Using a rubber ball, the outside team throws the ball at the inside team, instructed to do so only below the waist. If a ball is thrown and hits someone above the waist, the thrower has to stop playing. If a child on the inside team is hit, they are out and became part of the outside team. The game is over when only one child is left inside the circle, becoming the winner. b. Warm-Up Calisthenics: The PE teacher can stand at the center of the circle, and direct the children to perform various calisthenics such as jumping jacks, stretches, push-ups, etc. Use the Shape-Up Shapes stencil around the circle to create individual warm-up spots for each child. c. Hot Potato: Children line up around the circle and can either sit or stand. Using a bean bag or ball as the potato, children pass the object to the adjacent child while music is being played or sung. When the music stops, the child holding the object is the winner. This is more interactive if more than one object is being passed around at once. 2. Doors and Windows: Children line up around the circle, holding hands and spreading them out far enough that everyone's arms were straight out, to form large spaces between the children. These are the windows and doors. The game begins when one child is chosen to be it. The child would start running, weaving in and out between the children lined up around the circle. As they did this the children in the circle would randomly drop their arms down trying to touch or trap the child weaving. Once the person was caught or touched by the arms of someone, they were out. They would then choose which person would be next to be it. 3. Assembly Opportunities: Use the Circle Time stencil to organize children for outdoor assemblies. 4. Educational Ideas: a. Place the USA Map with Capitals in the center of the circle to maximize play area. b. Paint the Circle Time stencil 2-3 times to create large-scale Venn diagrams that can be used reinforce mathematical skills.

15 CIRCLE UP - SMALL Product Number: 11-1W-011 This game can be used for small groups of children, big or small. The following are some ideas. 1. Ring A Round the Rosies: Children can hold hands and sing this favorite, old-time favorite using the inner or outer ring. 2. Hot Potato: Children line up around the circle and can either sit or stand. Using a bean bag or ball as the potato, children pass the object to the adjacent child while music is being played or sung. When the music stops, the child holding the object is the winner. This is more interactive if more than one object is being passed around at once. 3. Duck, Duck, Goose: Children sit around either ring with one child standing, that is the Goose. The Goose travels around the circle placing their hand gently on the head of each sitting child and calling out, Duck on each until they decide which child to call out Goose! The Goose that is already standing runs around the circle while the child sitting stands up, runs in the same direction and tries to catch the Goose before the Goose sits in their place. If the Goose makes it to the free spot, the new Goose repeats these actions. If the Goose does not, the Goose chooses another new Goose. 4. Educational Opportunities: Paint only the outermost ring to create a small circle(s). With the use of chalk, the following educational and health opportunities can be reinforced: a. Fractions b. Geometry c. Color theory d. Venn diagrams 5. Circle Time: Use the stencil to organize children for circle time or story time. Purchase Shapes That Shape You Up and use for individual sitting locations. 6. Marbles: Use outermost circle to play various versions of marbles. Unsure how to play? Give us a call and we can get you directions!

16 TARGET PRACTICE Product Number: 11-1W-012 This stencil can be used at recess time, during PE class, math class and some ideas. more! The following are 1. Target Play: Use bean bags, hopscotch throws or other markers to toss onto target. Use chalk to mark line where children should stand and to keep score. The child with the highest score wins. a. Recess Time: Use these stencils at recess time for fun b. PE Class: Use these stencils during PE class to strengthen and evaluate coordinationn and motor skills. c. Math Class: Keeping score of points reinforces addition skills. Use tallies to practice counting skills. 2. Fundraising or Family Fun Events: Use at these events land on center of target to win. Use on wall for pin the tail on the target. 3. Parties: Use with washable paint on driveway. Any questions? We ree here to help call us at (800) ! THIS INFORMATION IS COPYRIGHT MATERIAL. ALL RIGHTS ARE RESERVED FIT AND FUN PLAYSCAPES, LLC

17 COMPASS ROSE Product Number: 11-2W-013 The Compass Points game provides a great venue for learning cardinal points by reinforcing mathematical skills, exercising problem solving skills, working as a team and increasing physical activity. 1. Find and Seek Create cards with instructions such as, Locate something that makes a sound in the South direction or Find something that moves in the northwest direction, etc. Either read cards aloud or create a deck of cards at the center of the compass. As the children find and seek out the direction, either by calling out or touching the object, they win a card. The player with the most cards wins. 2. Cardinal Points Chalk out a start point anywhere in proximity to the compass. Create cards that children will use to navigate around the compass starting at a fixed point. An example would be: Walk 5 paces to the north, then 10 paces to the east, then 15 paces to the south, then 5 paces to the west, then 10 paces to the north, and finally 5 paces to the west. The child should end where they began. The path should look like this: 3. Compass Circle Time Using the Compass Points game stencil within the Circle Time game stencil, chalk a line from each cardinal point out to the circle, extending the lines out. Have all children stand at center of compass. The leader or teacher should call out a cardinal point and the children should run to any point on the line and sit. The first child to reach and sit on the line shall remain. They are deemed Safe. The other children return to the center and a cardinal point is called out again. This is repeated until all the children have are Safe. 4. Compass Shapes Create cards with instructions that the children will walk and chalk out to form shapes such as, Walk 2 paces to the South; walk 4 paces to the West, walk 2 paces to the North and 4 paces to the East. Then the child will need to name the shape. This can be very challenging if using all 8 points.

18 USA MAP WITH CAPITALS & OCEANS Product Number: 11-3W-014 The USA Map provides the backdrop for many education based games extending the classroom to outdoor hands-on fun. 1. Guess the State and Capital Children can either verbally name each state and capital or match teacher provided cards with the name of each state or capital printed on it with each state. 2. America the Beautiful Have the children chalk out natural features from each state or region. 3. The American Frontier Have the children map out with chalk the famous trails of frontier explorers Lewis & Clark, Daniel Boone, Samuel de Champlain and others. Mark out territories as well! 4. Scale It The CP Stencils USA Map is at a scale of approximately 1 = 20 miles. Using this scale, estimate the distance across the country, to a distant state or city. 5. Light Pollution Study Research light pollution on your internet browser and find the latest light pollution map of the USA. Use washable fluorescent paint on the map to re-create your find. 6. State Toss and Hop Have a child take a small stone and gently toss it on the map, underhand. Have the child name the state and see how many hops it takes to reach that state. The child receives one token for every hop they take. The child remains on the state, waiting for other children (3-5 more) to take their turn, and rotating turns. The child with the least number of tokens wins. 7. Compass Reading & Charting Have each child stand on a particular state. Provide each child with a compass and 5 cards with directions such as, Turn north and take five steps or Go west and hop 3 states, etc. Have the children chart their journey and name the state and capital of their final destination state. 8. Latitudes & Longitudes Coordinates Chalk out the longitude and latitude lines across the map and label each. Using the idea above, but instead use longitude and latitude coordinates on cards directing the children where to travel.

19 FOUR SQUARE - LARGE Product Number: 11-2W-015 The object of the game is to eliminate players in higher numbered squares so you get to the topranking, 4th square. 1. New players enter into the number 1 square and the ball is served out of the number 4 square. During play, the ball may be hit with one or two hands, from the elbow down to the hands, open or closed fist. 2. The player in the number 4 square, the server, serves the ball to the player, the receiver, in the number 1 square. The serve is delivered from the back corner of the square. The receiver must return or hit the ball back into any other square before it bounces again. a. First serves are meant to place the ball fairly into play and must be returnable by the receiver. b. Faults are allowed only once for both the server and the receiver if deemed unreturnable by the receiver or if the receiver hits the ball out of bounds, into their own square or on an inside court line. c. If a fault is called, the server performs a second serve. If the player faults a second time, then they are out. 3. Each time the ball enters any square, the player in that square must return the ball into another square to stay in the game. a. Inside Lines: The ball is not permitted to hit the inside lines of a square. Inside lines are those lines that separate the squares and cross at the center. b. Outside Lines: The ball is permitted to bounce on an outside line but not beyond an outside line. The outside lines are those lines that form the perimeter of the court. 4. The game continues until a player 1) allows the ball to bounce twice or more before returning it; 2) hits the ball out of bounds; or 3) or breaking a rule. Players are not allowed to touch the player or ball within another square. 5. Each time a player is out, that square becomes available and the remaining players move up to a higher numbered square to make the number 1 square available to the incoming player. 6. Players that are out must go to the end of the line, to the side of the game and wait their next turn to play

20 FOUR SQUARE - SMALL Product Number: 11-2W-016 The object of the game is to eliminate players in higher numbered squares so you get to the topranking, 4th square. 1. New players enter into the number 1 square and the ball is served out of the number 4 square. During play, the ball may be hit with one or two hands, from the elbow down to the hands, open or closed fist. 2. The player in the number 4 square, the server, serves the ball to the player, the receiver, in the number 1 square. The serve is delivered from the back corner of the square. The receiver must return or hit the ball back into any other square before it bounces again. a. First serves are meant to place the ball fairly into play and must be returnable by the receiver. b. Faults are allowed only once for both the server and the receiver if deemed unreturnable by the receiver or if the receiver hits the ball out of bounds, into their own square or on an inside court line. c. If a fault is called, the server performs a second serve. If the player faults a second time, then they are out. 3. Each time the ball enters any square, the player in that square must return the ball into another square to stay in the game. a. Inside Lines: The ball is not permitted to hit the inside lines of a square. Inside lines are those lines that separate the squares and cross at the center. b. Outside Lines: The ball is permitted to bounce on an outside line but not beyond an outside line. The outside lines are those lines that form the perimeter of the court. 4. The game continues until a player 1) allows the ball to bounce twice or more before returning it; 2) hits the ball out of bounds; or 3) or breaking a rule. Players are not allowed to touch the player or ball within another square. 5. Each time a player is out, that square becomes available and the remaining players move up to a higher numbered square to make the number 1 square available to the incoming player. 6. Players that are out must go to the end of the line, to the side of the game and wait their next turn to play

21 RACETRACK Product Number: 11-2W-019 The Racetrack can be arranged in many different configurations and can be used in a variety of ways using small bikes, trikes, wheelchairs or just by walking or running. These systems can be used for races, creative play, to introduce children to road and traffic safety, support educational concepts and much more. The following are some ideas: 1. Let the Races Begin: Determine a START and FINISH line on the roadway and the number of times the race would go around. Using chalk, draw the line across the road. Two children stand at the START line, one on each side. A third would shout, On your mark, get set, GO! The children could race around the agreed number of times until they reach the FINISH line. This game can be further enhanced by drawing pictures of obstacles and destinations on the pavement that the children have to overcome and visit, and then return to the FINISH Line. Another version could be utilized in physical education class by keeping time and creating a virtual obstacle course. 2..Towns & Cities: By children drawing buildings, bridges, parks and rivers, the children can create their own towns and cities. The children can walk, race or ride around the roadway system stopping off at each destination to visit or collect some imaginary item. For example, a child could pretend that they need to mail a letter then visit the grocery store, then school, etc. 3. Traffic Sign Recognition With chalk or washable paint, draw safety signage on the pavement. 4. Around the Playground Apply stencil around the perimeter of the playground with games applied inside. 5. Fundraising Ideas Use with permanent or washable paint for walk-a-thons or trike-athons. 6. Family Fun Nights Use with permanent or washable paint for Family Fun Nights indoors or outdoors.

22 SKELLYBOARD Product Number: 11-2W-020 The object of the game is to make it to the center square flicking old-fashioned, metal bottlecaps from number to number.* 1. Players place bottlecaps, (open face up), on number 1 square. Number of players is 2 to 6. Players decide order of play. 2. Starting with first player, each take turns flicking or sliding their bottlecap to square 2, attempting to land the bottlecap within the 2 square. 3. If the player misses the attempted square, the next player makes the attempt and so on. 4. Once a player lands their bottlecap into the 2 square, that player can take another immediate turn and place their cap anywhere within the 2 square while attempting to reach the 3 square. 5. Players flick bottlecaps, one at a time following the sequence of numbers through 13. If any player s bottlecap lands in the 2, 4 6, or 8 in the central skelly around the 13, that is considered no man s land and the player misses their turn through the game until other players knock them out. 6. Once a player reaches the 13 box, then they need to flick within the central skelly, going from 2 to 4, to 6 to 8 to win. 7. Players can knock out other players along the way. 8. Alliances or teams can be formed. 9. Do-overs may be permitted if landing on a line or hitting another players bottlecap. Metal bottlecaps work best. For decades, children have filled the metal bottlecaps with melted wax or crayons to add weight and customize their designs. *It should be noted that there are variations on this game in terms of rules, number order, size and even the name! Search the internet for variations on how to play, how to fill bottlecaps and learn about the amazing history of skelly!

23 ROBOT HOPSCOTCH Product Number: 11-3W-021 The object of the game is to accumulate the most bases. 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #1, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space (robot face) above the 9, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the marker backwards on the hopscotch. Whichever space the marker lands is considered his/her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are no longer allowed to touch that space. They have to skip or jump over that space. 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases.

24 CLASSIC HOPSCOTCH Product Number: 12-2W-022 The object of the game is to accumulate bases. the most 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #1, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space above the 9, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the markerr backwards on the hopscotch. Whichever space the marker landss is considered his/ /her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are allowed to touch that space. They have to skip orr jump over that space. no longer 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases. Any questions? We ree here to help call us at (800) ! THIS INFORMATION IS COPYRIGHT MATERIAL. ALL RIGHTS ARE RESERVED FIT AND FUN PLAYSCAPES, LLC

25 DOLPHIN HOPSCOTCH Product Number: 11-2W-023 The object of the game is to accumulate the most bases. 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #1, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space above the 10, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the marker backwards on the hopscotch. Whichever space the marker lands is considered his/her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are no longer allowed to touch that space. They have to skip or jump over that space. 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases.

26 BUTTERFLY HOPSCOTCH Product Number: 12-2W-024 The object of the game is to accumulate the most bases. 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #1, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space above the 9, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the marker backwards on the hopscotch. Whichever space the marker lands is considered his/her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are no longer allowed to touch that space. They have to skip or jump over that space. 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases.

27 CATERPILLAR HOPSCOTCH Product Number: 11-2W-025 The object of the game is to accumulate the most bases. 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #10, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space above the 100 (caterpillars face), turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the marker backwards on the hopscotch. Whichever space the marker lands is considered his/her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are no longer allowed to touch that space. They have to skip or jump over that space. 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases.

28 SPORTS HOPSCOTCH Product Number: 12-2W-027 The object of the game is to accumulate bases. the most 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space with the baseball, which must land within thatt space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the trophy space, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the markerr backwards on the hopscotch. Whichever space the marker landss is considered his/ /her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are allowed to touch that space. They have to skip orr jump over that space. no longer 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases. Any questions? We ree here to help call us at (800) ! THIS INFORMATION IS COPYRIGHT MATERIAL. ALL RIGHTS ARE RESERVED FIT AND FUN PLAYSCAPES, LLC

29 NUMBER SET Product Number: 11-SP-029 This game can be used in to extend classroom concepts outdoors, supporting mathematical skills. The following are some ideas. 1. Number Hunt: Apply letters and numbers in sporadically across play surface. Either a teacher or child can call out a number, and other children can search and find by either stepping on it, circling with chalk or throwing a soft object such as bean bag or hopscotch throw on it. Variations: a. Apply numbers several times each and create teams of children to locate; b. Call out numbers that have more than 1 digit, and hunt for all numbers; 2. Number Grids and Ladders: Use with Chess, Checkers and Borders stencil to create educational identification games using grids and ladders whereby children would toss a soft hopscotch throw to identify numbers, addition, multiplication, subtraction or division facts. 3. Tic-Toc Clock: Use with Circle Up Large stencil and apply numbers to create a clock whereby children can use chalk to practice time identification skills.

30 NUMBER & LETTER LINES Using the Chess, Checkers and Borders Large, Number Set & Full Number and Letter Set Product Number: 11-1W & 11-SP-029 or 11-SP-031 Combining physical exercise with educational ideas can be fun! 1. Number and Letter Line Games: Child jumps with two feet onto each square, starting with the 1 or A and says number or letter out loud. Repeat faster. 2. Number and Letter Bounce: Children can bounce ball while hopping from square to square, saying numbers or letters out loud. Repeat faster. 3. Hopscotch: Using a marker or throw, toss onto line. Hop using one, two or a combination of both from one end of line, skipping over the square where the marker/ throw has landed and returning back down the line, pausing to pick up the marker/ throw. 4. Number and Letter Stations: Use to delineate PE class, bus dismissal, lunch room, playground or assembly locations for groups of children FIT AND FUN PLAYSCAPES, LLC

31 NUMBER GRIDS Using the Chess, Checkers and Borders Large, Number Set & Full Number and Letter Set Product Number: 11-1W & 11-SP-029 or 11-SP-031 Combining physical exercise with educational ideas can be fun! 1. Number Hop: Children can hop from number to number to spell out important phone numbers. 2. Number Game: For 2-4 players. Taking turns, each child can toss a bean bag or throw onto grid until it lands on a numbered square. The child can either say out loud or hop on each number that comprises the sums or factors that are needed to calculate that number. For example, if throw lands on number 16 and is using an addition table, the child would say out loud while jumping if possible, 8 plus 8 equals 16, or 12 plus 4 equals 16. Similar use with multiplication grid. Each child gets a turn. Variations: a. Using chalk, children can circle sums and factors. b. Use two bean bags or throws so that adding or multiplying requires using both to find sum or product. 3. Number Jump: Child jumps with two feet onto each square, starting with the 1 and says number out loud. 4. Fact Families: Teachers and children can use grid to practice addition and multiplication fact families. 5. Number Bounce: Children can bounce ball while hopping from square to square, saying numbers out loud FIT AND FUN PLAYSCAPES, LLC

32 FULL NUMBER & LETTER SET Product Number: 11-SP-031 This game can be used in to extend classroom concepts outdoors, supporting letter and number recognition. The following are some ideas. 1. Letter & Number Hunt: Apply letters and numbers in sporadically across play surface. Either a teacher or child can call out a letter or number, and other children can search and find by either stepping on it, circling with chalk or throwing a soft object such as bean bag or hopscotch throw on it. Variations: a. Apply letters and numbers several times each and create teams of children to locate; b. Call out words, and hunt all letters that form words; c. Call out numbers that have more than 1 digit, and hunt for all numbers; d. Call out vowels, consonants or blends, etc., and have children locate. 2. Notable Notes: Use to paint on walls or floors to replicate famous quotes, school mottos, events or rules, etc. 3. Alphabet & Number Grid: Use with Chess, Checkers and Borders stencil to create similar version of Snakes and Ladders, educational identification games whereby children would toss a soft hopscotch throw to spell out words, names, blends or numbers. 4. Tic-Toc Clock: Use with Circle Up Large stencil and apply numbers to create a clock whereby children can use chalk to practice time identification skills.

33 UPPER CASE LETTER SET Product Number: 11-SP-030 This game can be used in to extend classroom concepts outdoors, supporting letter and number recognition. The following are some ideas. 1. Letter Hunt: Apply letters in sporadically across play surface. Either a teacher or child can call out a letter, and other children can search and find by either stepping on it, circling with chalk or throwing a soft object such as bean bag or hopscotch throw on it. Variations: a. Apply letters several times each and create teams of children to locate; b. Call out words, and hunt all letters that form words; c. Call out vowels, consonants or blends, etc., and have children locate. 2. Notable Notes: Use to paint on walls or floors to replicate famous quotes, school mottos, events or rules, etc. 3. Alphabet Grid & Ladder: Use with Chess, Checkers and Borders stencil to grids and ladders for educational identification games whereby children would toss a soft hopscotch throw to spell out words, names or learn the alphabet.

34 LETTER GRIDS Using the Chess, Checkers and Borders Large, Uppercase Letter Set & Full Number and Letter Set Product Number: 11-1W & 11-SP-030 or 11-SP-031 Combining physical ideas can be fun! exercise with educational 1. Letter Hop: Children can hop from letter to letter to spell out their own name or words. 2. Letter Game: For 2-4 players. Taking turns, each child can toss a bean bag or throw onto grid until it lands on a lettered square. The child can either spell out loud or hop on each letter to spell out a word that begins with that letter. Next child can spell out loud or hop on each letter to spell out a word that begins with that letter, until all children can spell one word each. Variations: a. Using chalk, children can spell as many words as possible on the pavement using that letter first. b. Each child tosses and spells once, then next child gets a turn tossing and spelling. c. Use two bean bags or throws so that spelling requires to use one letter at the beginning and the other at the end of a word. 3. Alphabet Game: Child jumps with two feet onto each square, starting with the letter A or a. 4. Word Search: Letters can be applied in different patterns so that key words can be found. Words can be nature themed, such as lake, ants, rocks, etc. or characteristic- themed such as honest, sharing, nice, etc. Children use chalk to circle the words. 5. Letter Bounce: Children can use ball while hopping from square to square, spelling out words FIT AND FUN PLAYSCAPES, LLC

35 NUMBER & LETTER LINES Using the Chess, Checkers and Borders Large, Number Set & Full Number and Letter Set Product Number: 11-1W & 11-SP-029 or 11-SP-031 Combining physical exercise with educational ideas can be fun! 1. Number and Letter Line Games: Child jumps with two feet onto each square, starting with the 1 or A and says number or letter out loud. Repeat faster. 2. Number and Letter Bounce: Children can bounce ball while hopping from square to square, saying numbers or letters out loud. Repeat faster. 3. Hopscotch: Using a marker or throw, toss onto line. Hop using one, two or a combination of both from one end of line, skipping over the square where the marker/ throw has landed and returning back down the line, pausing to pick up the marker/ throw. 4. Number and Letter Stations: Use to delineate PE class, bus dismissal, lunch room, playground or assembly locations for groups of children FIT AND FUN PLAYSCAPES, LLC

36 FULL NUMBER & LETTER SET Product Number: 11-SP-031 This game can be used in to extend classroom concepts outdoors, supporting letter and number recognition. The following are some ideas. 1. Letter & Number Hunt: Apply letters and numbers in sporadically across play surface. Either a teacher or child can call out a letter or number, and other children can search and find by either stepping on it, circling with chalk or throwing a soft object such as bean bag or hopscotch throw on it. Variations: a. Apply letters and numbers several times each and create teams of children to locate; b. Call out words, and hunt all letters that form words; c. Call out numbers that have more than 1 digit, and hunt for all numbers; d. Call out vowels, consonants or blends, etc., and have children locate. 2. Notable Notes: Use to paint on walls or floors to replicate famous quotes, school mottos, events or rules, etc. 3. Alphabet & Number Grid: Use with Chess, Checkers and Borders stencil to create similar version of Snakes and Ladders, educational identification games whereby children would toss a soft hopscotch throw to spell out words, names, blends or numbers. 4. Tic-Toc Clock: Use with Circle Up Large stencil and apply numbers to create a clock whereby children can use chalk to practice time identification skills.

37 LETTER GRIDS Using the Chess, Checkers and Borders Large, Uppercase Letter Set & Full Number and Letter Set Product Number: 11-1W & 11-SP-030 or 11-SP-031 Combining physical ideas can be fun! exercise with educational 1. Letter Hop: Children can hop from letter to letter to spell out their own name or words. 2. Letter Game: For 2-4 players. Taking turns, each child can toss a bean bag or throw onto grid until it lands on a lettered square. The child can either spell out loud or hop on each letter to spell out a word that begins with that letter. Next child can spell out loud or hop on each letter to spell out a word that begins with that letter, until all children can spell one word each. Variations: a. Using chalk, children can spell as many words as possible on the pavement using that letter first. b. Each child tosses and spells once, then next child gets a turn tossing and spelling. c. Use two bean bags or throws so that spelling requires to use one letter at the beginning and the other at the end of a word. 3. Alphabet Game: Child jumps with two feet onto each square, starting with the letter A or a. 4. Word Search: Letters can be applied in different patterns so that key words can be found. Words can be nature themed, such as lake, ants, rocks, etc. or characteristic- themed such as honest, sharing, nice, etc. Children use chalk to circle the words. 5. Letter Bounce: Children can use ball while hopping from square to square, spelling out words FIT AND FUN PLAYSCAPES, LLC

38 NUMBER GRIDS Using the Chess, Checkers and Borders Large, Number Set & Full Number and Letter Set Product Number: 11-1W & 11-SP-029 or 11-SP-031 Combining physical exercise with educational ideas can be fun! 1. Number Hop: Children can hop from number to number to spell out important phone numbers. 2. Number Game: For 2-4 players. Taking turns, each child can toss a bean bag or throw onto grid until it lands on a numbered square. The child can either say out loud or hop on each number that comprises the sums or factors that are needed to calculate that number. For example, if throw lands on number 16 and is using an addition table, the child would say out loud while jumping if possible, 8 plus 8 equals 16, or 12 plus 4 equals 16. Similar use with multiplication grid. Each child gets a turn. Variations: a. Using chalk, children can circle sums and factors. b. Use two bean bags or throws so that adding or multiplying requires using both to find sum or product. 3. Number Jump: Child jumps with two feet onto each square, starting with the 1 and says number out loud. 4. Fact Families: Teachers and children can use grid to practice addition and multiplication fact families. 5. Number Bounce: Children can bounce ball while hopping from square to square, saying numbers out loud FIT AND FUN PLAYSCAPES, LLC

39 NUMBER & LETTER LINES Using the Chess, Checkers and Borders Large, Number Set & Full Number and Letter Set Product Number: 11-1W & 11-SP-029 or 11-SP-031 Combining physical exercise with educational ideas can be fun! 1. Number and Letter Line Games: Child jumps with two feet onto each square, starting with the 1 or A and says number or letter out loud. Repeat faster. 2. Number and Letter Bounce: Children can bounce ball while hopping from square to square, saying numbers or letters out loud. Repeat faster. 3. Hopscotch: Using a marker or throw, toss onto line. Hop using one, two or a combination of both from one end of line, skipping over the square where the marker/ throw has landed and returning back down the line, pausing to pick up the marker/ throw. 4. Number and Letter Stations: Use to delineate PE class, bus dismissal, lunch room, playground or assembly locations for groups of children FIT AND FUN PLAYSCAPES, LLC

40 BASKETBALL COURT KEY Product Number: 11-4W-035 This stencil can be used on the playground, in the gymnasium or on the driveway. These are some variations: 1. H-O-R-S-E: Organize a group of children to play. Choose one player to take the first shot from anywhere. If player one makes the shot, the second player in line must attempt the same shot. If the second player misses, he gets the letter H and the next player becomes the shooter. If player two makes it, the third player also must try. When a player misses a shot, the next player gets a free shot that, if made, must be imitated by the next player. If all players in the group make the initial shot, the player who shot first shoots again from anywhere. Every time a player misses a shot that is an imitation of the prior player's shot, he gets another letter. The last player who hasn't earned all five letters in H-O-R-S-E is the winner. 2. Knockout: Have a children line up at the foul line in a straight line and give the first and second players basketballs. Blow the whistle and have the first player in line shoot. As soon as he lets go of the ball, the second player in line can take a shot. If the first player makes his shot, he must grab the basketball and pass it to the third player in line, who can then shoot. If the first player misses, he must grab his own rebound and make his shot before the next player makes his shot. If he fails, he is out of the game, but still gives the third player the ball. Players who make their shots in time go to the back of the line. This pattern continues until one player wins. 3. Twenty One: Organize a group of children to play. Choose one player to take the first shot from anywhere outside of the key. If she makes the shot, she wins two points. If she misses, all players try to rebound and the one who gets the ball must clear it by dribbling out beyond the court key before attempting a shot. Players should agree on how far out. All other players defend against her. Every shot made beyond key is worth two points. After a shot is made, the player goes to the foul line and takes as many free throws as she can make in a row. Each foul shot is worth one point. If a player misses a foul shot, everyone can attempt to rebound and gain possession of the ball. The ball must be cleared after every missed shot. The first player to 21 wins.

41 SKYSCRAPER HOPSCOTCH Product Number: 12-2W-036 The object of the game is to accumulate the most bases. 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #1, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space above the 9, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the marker backwards on the hopscotch. Whichever space the marker lands is considered his/her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are no longer allowed to touch that space. They have to skip or jump over that space. 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases.

42 DAISY HOPSCOTCH Product Number: 12-2W-03 The object of the game is to accumulate the most bases. 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #1, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space above the 9, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the marker backwards on the hopscotch. Whichever space the marker lands is considered his/her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are no longer allowed to touch that space. They have to skip or jump over that space. 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases.

43 ALPHABET UNICORN Product Number: 12-3W-038 This game can be used to extend classroom concepts outdoors, supporting letter recognition. The following are some ideas. 1. Letter Hunt: Either a teacher or child can call out a letter, and other children can search and find by either stepping on it, circling with chalk or throwing a soft object such as bean bag or hopscotch throw on it. Variations: Call out vowels, consonants or blends, etc., and have children locate. 2. Word Find: Either a teacher or child can call out a word, and other children can search and find by either stepping on the letters, circling the letters with chalk or throwing soft objects such as bean bags or hopscotch throws on the letters. 3. Vowels or Consonants Only: Paint one Alphabet Unicorn using only vowels and another using only consonants. Paint a third without any letters and have children fill in the alphabet. 4. Painted Graphic: Paint without using the letters or diamond shapes and use for wall art. Use with temporary paint on the driveway for birthday party decoration or activity

44 FITNESS AGILITY LADDER Product Number: 13-1W-041 FIRST: Completely read Considerations for Your Stencils that is located in the Fit and Fun Playscapes folder or can be found on the Fit and Fun Playscapes CD. Obtain all paint supplies and prepare work area as instructed in accordance with the Considerations for Your Stencils guidelines. This stencil is great for many sports that require spontaneous footwork and moving in varying directions swiftly like football, soccer and tennis. Various foot patterns can assist in building endurance and flexibility, and different patterns of footwork are part of the challenge and fun. Try these variations: 1) At the end of each ladder, have students perform a set of jumping jacks or push-ups. 2) Have timed races. 3) Paint ladder stations to work different parts. 4) Try ladders backwards! 5) Perform movements with swinging arms and high knees. 6) Search internet for videos on how to use the fitness agility ladder. Fit and Fun Playscapes, LLC does not provide paint or painting materials, and is not responsible for the performance of any paint or painting materials recommended in these instructions. All paint and painting materials should be determined after consulting with your local hardware store and/ or paint manufacturer FIT AND FUN PLAYSCAPES, LLC 1of 2

45 CHOOSE MY PLATE Product Number: 13-3W-042 This stencil can be used for graphics or as an interactive activity. Consider temporary paint for special events. The following are some ideas: 1. What Kind of Food Am I? : Apply the plate, dairy, fork and website stencils to ground, floor or walls. Fit & Fun can provide you with electronic images of each food stencil that can be printed, laminated and used for activities or children can color the pages before laminating. Children can match up the pages with the food group to which it belongs and stick/ place them in the correct food group. 2. Foodie Match-Up: Apply food stencils along the top and bottoms of the plate in rows in a random order. Children can draw chalk lines from the food to the correct food group. 3. Food Collage: Apply the plate, dairy, fork and website stencils to ground, floor or walls. Instruct children to bring in healthy food images from magazines, grocery store circulars or websites and attach to correct food group, covering each section entirely. 4. My Own Plate: Apply the plate, dairy, fork and website stencils to ground or floor. Apply circular dairy stencil multiple times as described in the Application Instructions to create smaller plates. Have children sit next to each small plate and instruct them to create their own healthy plate with either chalk or clipped images. 5. Food Run: Apply the plate, dairy, fork and website stencils to ground or floor. Instruct them to walk to the correct food group after the instructor calls out a food. Instructor could also hold up an image of food, as in Game Idea #1 above or images collected from magazines, grocery store circulars and/ or websites. 6. Food Group Four Square: Use the plate part of the stencil to creating a challenging (and not so always fair!) Four Square game. Refer to Four Square Game Ideas on the enclosed CD for complete game rules FIT AND FUN PLAYSCAPES, LLC

46 NATURE ACTIVITY CIRCUIT Product Number: 13-5W-043 This game can be used on the playground or during PE class, or used for events using temporary paint. 1. Nature Relay Race: The players begin by standing at the starting position, on the word located at the bottom of each game. Other players stand behind them, single file. The game starts with the teacher or adult signaling to begin. The players have to perform the action they are standing on while they move down the path of each stencil and return, tagging the next player s hand. For example, the player standing on the jump word at the beginning of the logs is to jump on each one as they travel down and return. The player or teams wins when it is completed first. 2. Outdoor Circuit Loop: Children can travel across each section, acting out the action words associated with each. 3. Creative Play: Children can use the stencils to provide a background for other ideas they can chalk out to expand the games or tell stories. 4. Environmental Classroom: Use as a setting to discuss educational topics such as manmade objects as opposed to natural objects; the impact snakes, wood, stone, rope, ants, crabs, etc. make on our environment. 5. PE Classroom: Have the class play and discuss which actions are the most difficult; which are more fun; which have they never used their bodies that way; or which is faster. The PE teacher can discuss which actions burn the most calories FIT AND FUN PLAYSCAPES, LLC

47 TESSELLATION MAZE Product Number: 13-2W-044 The object of this game is for children to navigate their way through the maze. One Player: 1. The player begins at one opening to the maze. 2. The player navigates through the maze by either walking, skipping or using sidewalk chalk to reach the other open end of the maze to win. Two Players: 1. Toy Car or Truck: The player has to push the car through the maze without touching any of the lines. a. Each player should line up their car or truck at either opening of the maze. Players should decide on rules such as No touching lines or Only 3 touches allowed. b. Taking turns, each player should push their truck or car through the maze without touching the lines. c. The person to reach the end first is the winner. 2. Bottle Cap or Marble: (or anything that can be flicked across the surface): The player has to flick the bottle cap or marble through the maze without touching the lines. a. Each player should line up their game piece at either opening of the maze. Players should decide on rules such as No touching lines or Only 3 touches allowed. b. Taking turns, each player should flick their game piece through the maze without touching the lines. c. As each game piece is flicked through the maze, each player should keep track of how many flicks is required to reach the end. Players may decide to choose a referee to keep score. d. The player with the least number of flicks wins the game FIT AND FUN PLAYSCAPES, LLC

48 CLASSIC HOPSCOTCH Product Number: 13-1W-045 The object of the game is to accumulate the most bases. 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #1, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space above the 9, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the marker backwards on the hopscotch. Whichever space the marker lands is considered his/her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are no longer allowed to touch that space. They have to skip or jump over that space. 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases FIT AND FUN PLAYSCAPES, LLC

49 MODERN HOPSCOTCH Product Number: 13-1W-046 The object of the game is to accumulate the most bases. 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #1, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space above the 9, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the marker backwards on the hopscotch. Whichever space the marker lands is considered his/her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are no longer allowed to touch that space. They have to skip or jump over that space. 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases FIT AND FUN PLAYSCAPES, LLC

50 DELUXE HOPSCOTCH Product Number: 13-3W-047 The object of the game is to accumulate the most bases. 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #1, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space above the 9, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the marker backwards on the hopscotch. Whichever space the marker lands is considered his/her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are no longer allowed to touch that space. They have to skip or jump over that space. 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases FIT AND FUN PLAYSCAPES, LLC

51 ULTRA HOPSCOTCH Product Number: 13-3W-048 The object of the game is to accumulate the most bases. 1. The player(s) begin by standing at the starting position at the bottom of the game. The game starts with the first player throwing the marker to space #1, which must land within that space. Players decide if the space includes the outline or not. 2. The player hops on one or two feet, depending upon the adjacency of any spaces, skipping the space with the marker but proceeding to the home space above the 9, turning around, hopping back, picking up the marker at the space before that of the marker and resting at the starting position at the bottom. 3. If the player stumbles, they are allowed to recover and to continue their turn if no body parts touch the lines between or around the spaces. If they do touch a line, they forfeit their turn and the next player can begin playing. 4. After a player finishes the round and succeeds, that winning round player stands at the starting position, turns their back to the game and throws the marker backwards on the hopscotch. Whichever space the marker lands is considered his/her base. If the marker is thrown beyond or outside any space the player repeats it until it lands within a space. 5. That player can use this space from here on; however, the other players are no longer allowed to touch that space. They have to skip or jump over that space. 6. As the game progresses additional spaces may become bases, requiring additional spaces to be jumped over and so the game gets more difficult after each round. 7. The game ends when a player can no longer jump to a space. The winner is the player that accumulates the most bases FIT AND FUN PLAYSCAPES, LLC

52 playscapes Fit & Fun Playscapes LLC 67 Pearl Street Nelsonville, NY (800) Copyright 2015 Fit & Fun Playscapes LLC. All rights reserved.

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