Cooperative Games
and Activities
University of Louisiana at Lafayette
Chuck Duncan, Ph.D.
cadunca@louisiana.edu
Physical education teachers often have significant
experience in sports participation as athletes and coaches.
Due to that experience, many teachers heavily emphasize
sports in their curricula and use competition between
students as a major part of each class. Too much emphasis on
competition can be problematic for students and teachers
when students are not taught how to compete appropriately
and when competition is not balanced with lessons on
cooperation.
Do your students argue about the outcomes of games? Do
students argue about who is on their team, i.e. girls,
overweight kids, less athletic kids? Do your students want
to turn everything into a competition? If you answer those
questions with a knowing "yes", then it may be time to
consider teaching more about the completion-cooperation
continuum. While learning to compete effectively is an
essential ability in the real world, it is no more important
than being able to work cooperatively. In fact, both
competition and cooperation need to be taught to students if
we expect them to ever be successful adults.
Some teachers balk at the idea of cooperative learning
activities because their students are too competitive or too
immature. I would argue that those students need the skills
of cooperation most. Cooperative activities can help
students to learn that the more important goals in life are
best accomplished through cooperation with others rather
than through competition against others.
General Concepts:
- Competition and Non-competition are opposites.
Cooperation is the middle ground.
- Cooperation is a team skill.
- Cooperation is the act of two or more people working
together toward a common goal.
- A team is a group of individuals working toward the
same goal.
- Ideally, cooperation involves equal contributions by
all members, but that is a goal for an activity and not a
requirement. Each team member must contribute to the best
of their ability.
- Cooperative activities involve competition, but the
competition is usually with inanimate factors such as a
challenge, a problem, time, quality of performance,
and/or number of repetitions.
- Cooperative activities are at their best when the
teacher/facilitator guides participants through a
processing period after the activity.
- At their best, cooperative activities enhance trust,
communication, responsibility, thinking, and physical
fitness.
- For optimal cooperation, individuals have to be safe
from injury (physical & psychological). Teach kids to
make safety a priority, to give put ups and do not allow
put downs.
Teaching Pointers for Cooperative Activities:
- Make groups different sizes to help avoid competitive
comparisons.
- Monitor your language and behavior to avoid
emphasizing competition. For example, in group problem
solving avoid comparing groups or saying things like,
"let's see who can do this first." Since groups may
choose to solve a problem or complete an activity in a
different way, the first group done is not the best. Any
group that follows the rules, is safe, and completes the
task is a winner.
- Have back up activities planned for groups that
complete an activity before the other groups. If you do
not, they will disrupt other groups.
- You may need to break activities into easier steps.
It is important for the students to be successful at the
activity or frustration can build and individuals will
blame each other for the failure.
- As you circulate to observe your students, use
encouragement, cues and prompts to help them achieve
success. If you see a group struggling, ask them if they
would like some help before you give them suggestions.
Some groups like more challenge and will not want your
help.
- Before you begin an activity, ask for a show of hands
from all students who understand the rules of the
activity and agree to follow them. This is a verbal
contract that the students will honor most of the
time.
- Allow for a closure at the end of each activity.
Process the experience with your students by asking them
for strategies/ideas they used to succeed and lessons
they learned from things that did not work. You should
give put ups to the class (positive feedback) and allow
for the students to give put ups to each other. This is
an important part of the learning process.
Examples of Cooperative Activities (from numerous
people, conferences, books, etc.):
Warm It Up and Stretch It Out
Equipment: Two hoops per group. Hoops of
different sizes. Looped ropes or inner tubes can be used.
Basic Procedures: Form groups of 6 to 9
individuals into a circle. Have the group hold hands.
Have two people release their hands and re-grasp after a
hula hoop is in place. Once the hoop is in place and
hands are held, no one should break the circle. The hoop
is passed around the circle by cooperative movements as
each group member steps through the hoop.
Safety: Emphasize slow movement. Good footing
is enhanced by proper footwear, but can be done in socks.
Remind individuals to hold hands loosely.
Age Range: Mature enough to hold hands
appropriately.
Variations: Pass two hoops opposite directions
around the circle. Require two or more people to pass
through a hoop at the same time (feet first or head
first). For young children, you may want a line where
students hold hands and pass the hoops down the line
rather than around a circle.
Titanic Lifeboat or Jaws
Equipment: One or two folding tumbling
mats of about any size.
Basic Procedures: Ask if anyone has seen the
movie Titanic or Jaws. Ask what those movies have in
common. They both had a sinking ship/boat in them and
there was danger in the water. For our next activity, we
are going to imagine we are all on a boat or ship that is
sinking. Naturally we want to get onto a lifeboat.
Unfortunately, we only have one lifeboat. By cooperating,
we can get everyone onto the boat. You have accomplished
the task when everyone has their body out of the water
for a 3 sec. count. Start with a large lifeboat and
gradually reduce the size by folding the mat. E.G.
"Congratulations on saving everyone in your group.
Unfortunately, our ship just sank again and we only have
a small lifeboat. Keep repeating this line after they
succeed to see how small you can fold the mat and still
get everyone on board.
Safety: No stacking of people. It is okay to
step off of the mat and try again. Have open space around
the mat for stepping off.
Age Range: Generally second grade and up can do
this. Younger children will need more space on the mat to
succeed.
Variations: If you have more mature students,
use a wooden platform or log instead of mats. Change the
story. Start with several lifeboats and gradually reduce
the number so that more people have to use fewer
lifeboats.
Buddy Game
Equipment: Music and a tape player.
Basic Guidelines: While the music is playing,
move safely in general space with a basic locomotor
skill. Each time the music stops, get face to face with a
new "Buddy". Shake hands and say, "How are you doing
today?" The teacher then tells the students this is your
________ buddy. Repeat that sequence and give each buddy
pair a movement to remember. E.G. high five buddy, back
to back buddy, do si do buddy, etc. After 3 to 5 buddy
pairs have been made, ask them to remember and find their
_____ buddy. Review buddies and then add new ones. No one
is allowed to reject a buddy. The teacher can be
someone's buddy each time if there is an odd number of
students.
Safety: Pick slow movements until you have
confidence in you group. Provide cues on general
space.
Age Range: Kinder through adults. Change buddy
activities to be age appropriate.
Variations: Vary the locomotor movement from
slow to fast. Be creative on the locomotor movements,
e.g. walk like a person on a tight rope, a monkey,
backwards, you're your on a boat in the ocean, etc. Move
from easy to more difficult buddy movements. Increase the
memory chain. Select students to give you ideas for the
type of buddy movement to use.
Amoeba Tag
Equipment: None.
Basic Guidelines: Set boundaries based on the
size and age of your group. One person is the
Amoeba(tagger) to start. Each time a new person is
tagged, the amoeba grows. Each tagged person move to an
end and holds hands to become part of the amoeba. If the
amoeba breaks, it must rejoin before anyone else can be
tagged. The activity continues until everyone is part of
the amoeba. Reduce the movement area as needed by moving
in the boundaries. Process the skills required after one
round of the game and try it again.
Safety: Individuals may let go if they need to,
but the amoeba must rejoin. Proper tagging is softly and
between the shoulders and hip.
Age Range: Third grade and up.
Variations: Require the amoeba to "get" people
in a certain order, e.g. girl, boy, girl, boy. Require
the amoeba to face every other person in opposite
directions (requires a mature group).
Peel Out or Predicted Time
Equipment: Stop watch. Spot marker
(carpet square) for each person with younger groups.
Basic Guidelines: Group forms a circle of 10 or
more people facing inward. The teacher will walk around
the circle and select a person to start the sequence.
From the selected person, each circle member will move
counter clockwise as the person to their left
passes.them. Each person moves around the circle until
they are back to their original spot. The task is
complete when the person to the left of the starting
person has finished.
Safety: Start with walking. Emphasize the
correct sequence.
Age Range: First may be able to do it. Any
group that understands the term sequence.
Variations: Use different locomotor skills to
move, but start with walking. After the first time, ask
for guesses on how long the task took. Next, ask for
ideas to improve on the time. Try one of the ideas to see
if the time improved. Try other ideas until the class has
established their "record". Begin in different positions
such as standing, sitting, push up, etc.
Co-op Jump Rope
Equipment: One jump rope per person. One
long jump rope per group of 8 people. Ropes that can be
tied together to make a longer rope are good.
Basic Guidelines: Have the group warm up with
individual jumping. Next, have them form groups of 3 to
8. Challenge the groups to use two turners and get
everyone in their group jumping at the same time. The
group must jump 5 consecutive jumps to succeed in the
challenge. Gradually make the groups larger until the
whole class can jump the rope at once (that may take
weeks).
Safety: Use soft ropes for the group jumping.
Require appropriate shoes.
Age Range: Older groups will be able to jump
with more people.
Variations: Use adult turners. Process the
activity and develop strategies. This is a great visual
for videotaping or still pictures.
Resources:
Teachers and presenters who have shared these ideas in
the past.
Glover, D.R. & Midura, D.W. (1992). Team building
through physical challenges. Champaign, IL: Human
Kinetics.
Midura, D.W. & Glover, D. R. (1999). The
competition-cooperation link. Champaign, IL: Human
Kinetics.
Orlick, T. (1978). The cooperative sports & games
book. NY: Pantheon Books.
Orlick, T.(1982). The second cooperative sports &
games book. NY: Pantheon Books.