Spirited Games for

Homeschooling 6-8 Year-Olds

In the case of children ages six-to-eight years, there can never be too many games. The competitions of preschool still hold their appeal while the more advanced, complex activities intrigue.

  • Statues

    The game requires a large open space, preferably soft!

    Choose one player to begin. He asks his first "statue" how he wants to be swung...slow (salt), medium (sugar) or fast (pepper).

    They two grasp hands or arms. Then the first child swings the "statue" in a circle about three times. When he lets go, the "statue" is slung out and must freeze in the landing position. Not a muscle can be moved; everyone watches. After he freezes, if at any time, he even adjusts a fraction, he's out!

    Each player in turn is swung and spun.

    The last one to maintain position is the winner and the next "swinger."

    If several are left with no hope of them moving, the "swinger" is free to try--without touching--to make them laugh or shift or whatever.



  • Another Statues

    One child is selected to be the caller. The others stand behind a line (real or imaginary) about 50 feet opposite.

    The caller turns his back and begins counting to ten.

    As soon as his back is to them, the others make a bee line to the caller. However, they have to be cautious. For when the caller reached ten, he whirls around and tries to catch someone still moving. (He can try any sneaky method--eg. vary the speed of the count).

    If he does, that person has to return to the starting line and try again.

    The first child to reach the caller without being seen is the winner and the next caller.

  • Contrary Children

    This is the opposite version of Simon Says.

    The leader gives a command, but the players do the exact opposite. For example, if they are instructed to "Take 3 scissors steps," they do take 3 scissors steps but backwards! If the group is told to "Touch their left knees," they touch their right knees.

    The leader must sharply watch to see if anyone follows the instruction, rather than doing the opposite. Whoever "obeys" is out.

    In this one setting, contrariness wins!

  • Call Ball

    A simple, quick--but exciting--game.

    A leader is chosen and he stands in the center of a big circle. Players should be two arms lengths apart.

    The leader tosses a rubber ball into the air. As it then hits the ground, he shouts the name of a child in the circle. That youngster then must catch the ball before it bounces a second time.

    If he can, then he is the winner and new leader.

    Depending on the ability of the group, the time of name calling may have to be adjusted. If they are having trouble getting to the ball in time, have the leader yell the name before the ball hits the ground the first time.

Have rambunctious fun with these games. They will enliven any co-op or home get-together.

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