Travelling games


Card Aerobics

  • Equipment: 4 cones or hula hoops, 1 pack of playing cards, white board
  • Place a cone or hula hoop in each corner of the hall and scatter several cards face down around the cones or inside the hoops
  • Draw the 4 card suits on the white board, and for each one write the activity to be done for each suit (e.g. Hearts-run; Spades-skip; Diamonds-hop; Clubs-gallop)
  • Show the students the 4 cones/hula hoops and cards in each corner
  • Explain to the students from which station they will be starting (it may be advisable to split the group into 4, each sub-group starting at a different station) and make clear which direction they will be travelling in
  • The students start at their designated station, pick up a card, and move to the next station performing the movement depicted by the suit on their card
  • At the next station, each student places their card face down by the cone or inside the hoop and pick up another one before moving to the next station using the new movement
  • Perform for a set time limit
  • Variations:
  • Vary the movements for each suit
  • Add a ‘special’ movement for the joker or a joker can represent a movement of their choice
  • The students keep the cards they use and the game continues until there are no cards left (may need more than one pack). The winner is the one with the most cards at the end

games card aerobicsClick to enlarge

Stepping Stones

  • Equipment: As many hula-hoops as possible, cones to mark the end lines, 1 foam ball (if using taggers)
  • Place 2 lines of cones at either end of the hall or playing area
  • Scatter the hula-hoops in between (close enough to enable students to jump from one to another – but not too close to make it easy)
  • All students start at one of the lines of cones, and on your command leap/jump/bound/hop from hoop to hoop trying to get to the other side
  • Only one student is allowed in any hoop at a time
  • Variation:
  • Add a tagger who attempts to catch the other students by tagging them with the foam ball (which they cannot throw)
  • The tagger can only move from hoop to hoop like the other students
  • Once tagged, a student returns back to the starting line before beginning again
  • Add more taggers to increase difficulty levels or move the hoops further apart

games stepping stones

  • Alternative:
  • All students line up at one end and you label them all 1, 2, 3 or 4
  • When you shout out ‘1’, all ‘1’s’ step/leap/bound/hop/jump from hoop to hoop, trying to get across to the other side
  • When a safe and sufficient distance has been reached, call out ‘2’
  • Repeat for ‘3’ and ‘4’
  • To make it harder, when a student gets to the other end, they turn round and come back


Crazy Colours

  • Equipment: 36 index cards or pieces of paper (A6 size) – write ‘blue’ on 6, ‘white’ on 6, ‘red’ on 6, ‘yellow’ on 6, ‘green’ on 6, ‘black’ on 6; 36 cones (6 each of blue, white, red, yellow, green, and black); CD player and music
  • Scatter the cones randomly around the hall as far apart as possible
  • Under each cone place one of the cards, making sure that the colour written on the card is different to the colour of the cone
  • Scatter the students around the hall
  • When the music starts, students run to a cone and read the colour on the card
  • They then place the card back under the cone and run to a cone of the same colour as they have just read on the card (e.g. if they read ‘blue’, they replace the card under the cone and then run to a blue cone)
  • They continue to do this for the duration of the music
  • When the music starts again, they move from cone to cone using a different method of locomotion – e.g. skipping, hopping, walking lunges, side-steps, marching, etc.


Bean Bag Healthy Heart

  • Bean bags are spread throughout the hall before the game starts (one bean bag per student)
  • Turn the music on and students run (or other mode of travelling) in and out of the beanbags and other students
  • When the music stops, each student grabs beanbag
  • Restart the music and remove a couple of beanbags from the playing area
  • When the music stops, each student grabs a beanbag – students who do not get a beanbag, perform an aerobic exercise of your choice until the music starts again (for example, skipping on the spot, marching on the spot with bicep curls, squats, etc …)


Colour Hoops

  • Scatter a number of different coloured hoops around the hall
  • Turn the music on – students run (or mode of travelling of your choice) in and out of the hoops and each other
  • Stop the music and call out a colour – students run to the nearest hoop of that colour and step inside (no more than 4 students per hoop)
  • Students that did not manage to get inside a hoop, perform a forfeit of your choice, such as 5 jumping jacks


Cross Overs

  • Equipment: Cones
  • Set the cones out forming a square
    Divide the class into four equal groups
    Each group lines up on one side of the square
  • Give each line a number or name
  • Call out 2 numbers/names and a type of travelling
  • The two groups use the mode of travelling you specify to get to the opposite cone without bumping into anyone else

games cross overs

Nutrition Runs

  • Students run (or mode of travelling of your choice) around the hall at random
  • When you shout out the name of a healthy food or drink, the students speed up
  • When you shout out the name of an unhealthy food or drink, the students slow down


Hula Jump

  • Equipment: Enough hula-hoops for one per person
  • The class splits into groups of 3 or 4
  • Each student grabs a hula-hoop and spreads around the hall in the groups
  • Students number themselves 1 to 3 (or 4) and place the hoops onto the floor next to each other
  • Number 1 chooses a jumping/leaping/bounding/hopping movement into any of the hoops – the rest of the group then copy
  • Number 2 then performs what they have just done and adds one of their own into any of the hoops (so there are now 2 movements) – the rest of the group copy
  • Number 3 then repeats what they have just done and adds one of their own into any of the hoops (so there are now 3 movements) – the rest of the group copy
  • Repeat
  • Variations:
  • Rearrange the hoops differently after a few goes
  • Give more hula-hoops to each group
  • Allow different movements, such as spins, whilst jumping

games hula jumps

Keep the Basket Full

  • Fill a basket with balls
  • You take the balls out one at a time and roll them in different directions (trying to empty the basket)
  • The students run after the balls and bring them back and put them in the basket (trying to keep the basket full)


Coloured Hoops

  • Place 4 different coloured hoops in the centre of the hall and place bean bags in each hoop (bean bags same colour as the hoops)
  • You slide the bean bags out of the hoops in random directions (trying to empty all 4 hoops)
  • The students run and retrieve the bean bags and place them in the correct hoop (trying to stop them from becoming empty)

games coloured hoops


  • Line up the quoits/cones in a line
  • Throw a beanbag down the line
  • Hopscotch to the end of the line, turn and hopscotch back, stopping to pick up the beanbag (while standing on one leg)


Dragon’s Lair

  • One student is designated the dragon and they sit in a hula hoop (their lair) with their backs to the rest of the class
  • Some ‘treasure’ (beanbags) are scattered behind the ‘dragon’
  • The rest of the class leave the starting line and creep up on the dragon, aiming to grab the beanbags
  • Students must freeze when the ‘dragon’ turns round
  • If the students are seen moving they return to the starting line
  • If a student manages to grab a beanbag, then the dragon gets up and attempts to tag that student and any others – the students try to cross their starting line where they are safe

games dragons lair

Gear Change

  • Place a line of cones at each end of the hall
  • Behind each line place several ‘Travelling Cards’ face down
  • Each card shows the gear number and mode of travelling. For example:
  • Gear 1 = power skipping
  • Gear 2 = carioca
  • Gear 3 = jogging
  • Gear 4 = skipping
  • Gear 5 = sprinting
  • Reverse = jog backwards
  • Students pick up a card, read it, and then place it back face down on the floor
  • Each student then performs the mode of travelling listed on the card going to the opposite line where they pick up another card and repeat the process until you stop the activity