What Time Is It? Run to the Time

Skill: Catch, Jump, Run, Throw
Time Required: 15
Activity Type: Physical, Transition
Group Size: Large Group, Medium Group, Pair, Small Group
Age Group: 6 - 9yrs, 9 - 12yrs, 13+ yrs
Play area: Gymnasium (large indoor space), Outdoor - Field
Safety Considerations: 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: Pylons or other objects to create a clock (beanbags, balls, pinnies etc.)
Beanbags
Tennis balls (optional for older participants)
Objective:
For partners to be the hands of a clock, and run to the correct time in their clock.
Other Skills:
Speed
Set up:
Have participants get into partners (leader can choose partners).
Each partner is going to get 12 pylons.
They will then create a clock using the pylons, and each pylon represents an hour.
The leader can help participants create their clock.
Make sure it is large enough for participants to have to run to the pylons from centre.
Place a different coloured beanbag on top of the 12, 3, 6 and 9 o'clock pylons. This will help participants remember which one is 12 o'clock and so on. For older participants, only put a beanbag on the 12 o'clock pylon.
Step by Step:
1. Partners will decide who will be the hour hand and who will be the minute hand (they will switch roles throughout this activity).
2. Each group will stand in the centre of their clock.
3. Participants can say "What time are we?"
4. The leader will call out a time, and the hour hand and minute hand have to run to the correct locations in their clock.
5. If the leader calls out "5:30", then the hour hand would run to the 5 o'clock pylon, and the minute hand would run to the "30" minute pylon which is located at the 6 o'clock pylon.
6. Have participants run back to the centre.
7. After participants have had practice this activity, the leader could add an "elimination" element.
8. The last group to run to the correct time is out for the next round.
9. They do jumping jacks while the next round continues.
10. When the round is over, they are back in the game and the group that was last for that round is now the team doing jumping jacks.
11. As the activity progresses or for older participants, make times more difficult.
12. Leader could say "It is 8:30 now, what time was it 4 hours and 15 ago?", so then participants would have to run to 4:15.
13. Have participants stay at the time that was last called (don't go to the centre). Then the leader could say "I need to go to bed in 6 hours and 20 from now, what time would that be?", participants have to run to that time.
14. Continue for a set amount of time...pun intended.
Variations:
Have participants get into groups of 3, and one participant each round will be the thrower. They will remain in the centre with two tennis balls. When the hour and minute hand have run to their correct spot, the thrower will throw a tennis ball to each of them.
Have participants get into groups of 3, and you can add seconds to the time.
Add beanbags between each hour for the minutes.
Have two teams in each clock. They race against each other to get to the correct time first. The other team has to do a set activity, such as 5 jumping jacks, 5 burpees, 5 sit ups, run around the clock etc.

Adaptations (Blindness/Visual Impairment): Have a third "partner" guide those who are blind or visually impaired.

Adaptations (Cognitive/Learning Impairment): Provide additional support and encouragement to participants with a cognitive limitation who may find this activity challenging. Try to keep it simple for these participants.
Sources: Developed for the Leisure Information Network.