Dizzy Catch

Skill: Catch, Hop, Jump, Run, Skip, Throw
Time Required: 15
Activity Type: Physical
Group Size: Large Group, Medium Group, Small Group
Age Group: 6 - 9yrs, 9 - 12yrs
Play area: Outdoor - Field
Safety Considerations: Although this activity is called "Dizzy Catch", we don't want the participants to get too dizzy, but just in case they do, play this on the soft grass.
Remove any safety hazards and obstacles from the play area.
Remind participants to be aware of their surroundings and to keep their head up.
Equipment: 6-7 pylons.
Foam ball(s)
Objective:
For participants to run around the designated pylons and then catch a foam ball.
Set up:
Set up the Dizzy Catch activity using one pylon as the starting point, and the other 4-5 pylons (turning pylons) going up and to the right or left of the first pylon and about 10 feet from each other.
It's ideal to set this activity up outside on the soft grass.
Set up the "throwing" pylon parallel with the starting pylon but in front of the last "turning" pylon.
Set up two of the Dizzy Catch stations and have two groups going at the same time (the team that catches the most balls, wins). Make sure the two stations are not close to each other.
Have half the participants stand behind the starting pylon, and the other half behind the throwing pylon.
Give each participant in the throwing line a foam ball (make sure it is a soft ball).
Step by Step:
1. One at a time, the participants in the running line, will run to the "turning pylons" and run around them until they get to the last pylon. The first participant in the throwing line, will throw the ball to that participant and they have to try and catch it.
2. Have participants move around each pylon differently.
3. For example; they have to hop on one foot around the first, jump around the second, skip around the third and then run around the fourth.
4. After they run around the last pylon, the throwing participant will throw the ball to that participant.
5. When the running participant catches the ball (or picks it up if they didn't catch it), they run to the end of the throwing line.
6. The participant that just threw the ball goes to the end of the running line.
7. Now, the next participant in the running lines goes.
8. If there is more than one set up, then the two teams can race and see who can make the most catches in a set amount of time.
Variations:
Have more or less pylons.
Only have participants run around a few of them; have them jump over, do 3 jumping jacks, do 4 sit ups etc...
Have participants get into pairs, and they will always throw to their partner.
Use hoops or beanbags instead of pylons.
Sources: Developed for the Leisure Information Network.