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Teachingkids

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Contents

[edit] Aikido Games for Kids

[edit] Tag Variations

[edit] Tenkan Tag

Like a version of flag football, "It" wears a flag, towel, old (yet clean) sock, or some other similar item hanging from the back of their obi. After giving "It" a three count headstart, the remianing players attempt to pull out the flag, but there's a catch: the only way in which anyone may move around the mat is by doing tenkan after tenkan after tenkan. It's also recommended that sensei specify which hand may be used to grab the flag.

When someone gets the flag, they become the new "It." Play is repeated.

To insure that everyone gets a turn, try the following: If someone gets the flag and they've already been it, they get to choose a player who hasn't yet had a turn to be the next "It." This should promote continued participation from all players, and the chance to be "It" by even the least adept players.

[edit] Frozen Tag:

"It" tags, tagged person crouches down. Can be released by another player jump-rolling over. Object of the game is to freeze all people on the mat. Suggestions: can get wild, so set down rules first. No talking or yelling, Anyone who bumps into anyone else, is off the mat until the next round. Put a time limit on each person being it to avoid little ones getting discouraged. (Rolling and shiko practise)

[edit] Aiki, Aiki, Aikido!

Like "duck duck goose" game. "It" moves around circle of kids sitting agura, by moving in shiko (or rolling), touching each head and saying either "Aiki" or "Aikido". Once he says Aikido, the person touched and the "It" race around the circle shiko (or rolling) to the empty space and whoever is left out becomes "It". (Rolling or shiko practise and learning patience)

[edit] Radar

"It" is blindfolded. Others spread out on mat and stand still. "It" tries to find them all using hands and hearing (developing use of other senses, concentration, patience)

[edit] Rolling/Shikko Tag

One thing we do periodically is play shikko tag. Just like regular tag, but all done in shikko and lots of good practice for moving forwards and backwards. A variation is to have each person who is tagged hold up their hand and they are out and it gets down to the last two to try to be the last person out. A

No balls needed Just like regular tag, but you may only roll or shikko to catch IT. No tagbacks. *Aerobic as hell!* This is one Robertson Sensei taught me for the kid's classes.

Depending on how experienced the students are, we sometimes give the option of shikko instead of rolling to avoid unwanted stomach contents on the mats. Collisions result in sitting out for a while.

[edit] Dodgeperson

"It" in the middle with a cloth flag tucked in obi, has to avoid 3 attackers who one at a time run straight through and try to grab the flag.

[edit] Frozen Tag

Those tagged crouch down, others can free them by jump rolling over.

[edit] Bat-Bug

Taglike game, one kid is the "bat" and is blindfolded, yells "BAT!" the other kids have to yell "BUG" and avoid getting eaten (touched) by the bat. Develops an interested cadence. - Shikko tag is great, too. Just like tag, shikko and rolls, esp. front or back only rolls . - These are from Ross Robertson sensei's gamebook, he's remarkable with kids. mle noyb

[edit] Counting Coup

Reportedly based on a Native American game, Counting Coup is a tag game in which EVERYONE is it at the same time. The catch is that you must tag your partner on the back of the knee, while avoiding getting tagged yourself. Because everyone is tagging at the same time, it encourages participants to be aware of all players, rather than just the intended target. Play is for a set period of time, score is kept on an honor system.

[edit] Cranes and Crows

This tag game divides the class into two equal size groups, and divides the play area in half. One team is the "cranes," the other team is the "crows." Opposite walls are "bases." Teams line up opposite each other at the dividing line.

Sensei gives the signal to tag by calling out "Cranes!", or "Crows!" The team called is the team that is it. They try to tag the other team members before they get to the base. Sensei may call either team name, alternating if, and when, he or she chooses. Sensei may also call out "trick words" like "Crazy!" "Crash!" or "Candy!", but neither side gets to go until sensei calls out "Cranes!" or "Crows!"

Players tagged switch teams, confusing things because they have to remember to go on a different call than before. Play continues until everyone is on the same team.


[edit] Nerf/Bokken Tag

This game uses the long tubular pool floats. We used a nerf football and the tubes as bokken. The "It" person can only tag the other person by hitting them in the body with the ball. The only legitimate tag is to the torso-front or back. Anything below the belt on the arms or legs or above the shoulder does not count. The person defending can use the bokken tube (float tube) in any way to block the tag. I had them start out holding it like a bo. The can also attempt to knock the ball out of the "It" person's hand. The IT person cannot get up on top of them and must maintain at least the tube's distance. There are no tag backs.

The game helped them learn some blocking skills with the weapon and also getting off line, etc. It was actually harder to play in terms of making the tag since several were quite successful in blocking the ball.

[edit] Races

[edit] Relay Race

2 teams, half at each end of mat. Have do shikko to end (or forward or backward roll) and do a specified throw at the end to pass over to the next person. Set rules about safety before you start. (Practise of movements and throws, teamwork)

[edit] Ukemi Games

[edit] Obstacle Course

An obstacle course: shikko in and out of some tantos or beanbags, forward roll through a hoop or over a jo held by two people, that kind of thing.....

[edit] Red Light, Green Light

A variation of "red light green light" where the person calling the game calls for a particular roll, or shikko backwards, or tenkan to be done.

[edit] Play Ball

Get a small beach ball or kid's inflatable plastic ball (Serban's Note: we use empty plastic bottles) and roll around it as you hold it in front of you as you would usually hold your arms. Be sure to extend enough to protect your shoulders. Also good for learning to roll just on the shoulders with no arm protection, the "save the baby" roll. - Get a tennis ball, and place it in front of you. Roll over it, touching it only with your finger and not moving the ball. Try a golf ball. An apple. The cat, dog, spouse, or anything else you are liable to trip over.

[edit] Line Drill

Line up to roll across the mat over the ball. 1st person in line grabs the ball as they roll over it, turns immediately and tosses it to the next person in line who does the same. Good for interconnection and focus! Do as back rolls, as forward, throw ball before roll as well as during and after. Can also do as partners. Toss back and forth, roll as you catch it and get right back up and toss to partner, repeat. *Aerobic!*

[edit] Circle

Circle of 6 or less, toss ball about, catcher has to roll forwards or backwards. Other ukemi limited only as your imagination. Kooshes work well for this one. Heck, use two!

One game that's used in our dojo is "Koosh ukemi". We form a large circle and throw a koosh ball (although a bean bag would work as well) into the middle of the circle. Mere mortals like myself do a forward roll ukemi over the ball and pick it up, then throw it over our shoulder back to the center of the circle. The more advanced mudansha and the black belt who runs the game tend toward breakfalls before the ball hits the mat.

[edit] Log

It's Log, It's Log, it's Big, It's Heavy, It's Wood! Another line drill exercise: 1st person hunkers down on knees and elbows, hands clasped over the back of the neck. If the line is straight, the person would be perpendicular to the line, like -----| with the vertical line representing the "log's" spine. - For advanced classes and lots of space, have several logs. - Non-flyers can roll alongside the logs, brave, skilled souls can fly over the "logjam". - Leapfrog rules for relieving "logs", trade out often so that everyone can play. My personal record is 4 big dudes. Enjoy and be safe! mle/Emily Dolan

[edit] Roll Over the Stones

People crouch down for obstacles, take turns rolling over the line of people and then become a stone yourself at the end of the line.

[edit] Brick 'n Bat

Props needed: 1 or more small beach balls, a brick per team. Each team stands up a brick to defend as their base which opposing teams will attack with the ball. The ball is struck using a fist or some sort of paddle. After each strike to the ball, the striker must perform a forward or backward roll before striking the ball again. The team scores points for knocking down their opponents' brick. More balls can be added to increase the chaos.

Variation: Have one person defend a brick in the middle of the mat while everyone else teams up to surround them. Whoever hits the brick takes over as the brick's defender.

(Great aerobic exercise. kids get so excited about the game that break falls become less intimidating. My class's break falls have improved immensely with this game. It also improves awareness of surroundings)


[edit] Connection Games

[edit] Connections

Hop, skip or walk specified route while connected to partner by holding a balloon between elbows, shoulders, knees, etc. (Working together, balance, knowing your partners mind keeping one point and co-ordination)

[edit] Elevators

Sit back to back, get up without using hands, then sit down again. To make it harder, have them hold something between backs. (Knowing your partners mind, co-operation keeping one point and co-ordination.)

[edit] Mirroring

Pairs - one mirrors the other. Trade partners frequently. (Following, co-operation, concentration)

Here's another game we do during training. I call it "The mirror": You and your partner stand upright with feet rather wide apart, knees bent (good to get lots of muscles). Your partner does slow movements with his arms / hands and you follow them like a mirror. Your hands should nearly contact, only a bit of space in between. - Can also be done as "fighting game", touching would be allowed then and the goal would be to break the partner's balance.

Opposites: Pairs- like mirror, except do the opposite. (One rolls forward, other rolls backward, one jumps up, other crouches down) Change partners frequently. (concentration, quick thinking, co-operating)

[edit] Leaning Tower of Pisa

2 lean on upheld hands, walk back, see how far can get apart without falling down. Try shoulder to shoulder. (Trust, co-operation, keeping one point)

[edit] Knots

Stand in group of 6-10 close together in a circle. Each person in turn grasp hand of others, being sure not to get one beside him, and not to get both hands of one person. Once everyone is holding hands and has checked for the above exceptions, do not let go! Now group must untie to get either a large circle or a circle in a circle, or a figure eight. (Co-operation, problem solving)

[edit] Attention Games

[edit] Sensei Says

Same as "Simon says" except when caught, sit agura. Last one remaining gets to be "Sensei". (Practise any requested techniques, learning names of hitori waza moves, etc.)

[edit] One Behind

Like follow the leader except group needs to wait until leader is done demonstrating, then they do it while leader shows the next move. Group is always one move behind. (Concentration, developing peripheral vision)

[edit] Magic Word

Every time Sensei says the magic word, everyone needs to immediately do a backward break fall or ushiro ukemi. Choose word at the start of the hour and continue throughout. (Concentration, listening skills, respect for leadership)

[edit] Stillness Game

Kids sit facing each other, looking at each other. Whoever stays still the longest is the victor. (only breathing and blinking are allowed)

[edit] Prop Games

[edit] Balloon Bounce

Keep a balloon in the air, without bumping into anyone (both are out in that case) and move from one end of the mat to another, put balloon down and sit on it to pop it. First one to legitimately pop wins, but let everyone finish. (Do this after another balloon game to get rid of balloons and send for drink break and to throw out balloon pieces) (Balance and co-ordination, and developing peripheral vision)

[edit] Jo Rolling

Jo moved up and down, have to roll under before you get bitten. (Timing, blending, rolling practise)

Look out for the Jo: Adult swings the jo back and forth and kids avoid being hit by it (be careful not to connect too hard on the slowpokes, change direction, height, etc)

[edit] Rope Jumping

Move rope in a wave on the mat one person at each end. Jump roll over without touching the rope. If touch, take over for one of the rope swingers. Also called "snake" and "jump the river."

[edit] Rope Jumping Variation

Have two students hold opposite ends of the rope to "Twirl." Remaining students line up take turns, but must build up their success by following this sequence: 1) Run under the rope and come out the other side without getting hit. Go to the end of the line until your next turn when you... 2) Run into the middle, jump one time, and then exit out the other side without getting hit. Go to the end of the line until your next turn when you... 3) Run into the middle, jump two times, and then exit out the other side without getting hit. Go to the end of the line until your next turn when you... 4) Continue to add an additional jump before exiting as your success continues.

A student who gets hit by the rope goes to the end of the line, but cannot move on to the next level until they complete the level they are at.

The children on the playground sometimes call this version of jumping rope "School" and the counts become "First Grade, Second Grade" and so on.

[edit] Leading the Blind

In pairs: one is blindfolded, other faces him. hold a beachball between them at belly level, not allowed to touch the ball with hands. The pair have to make their way around the mats without dropping the ball. (they usually end up facing "blind" person backwards holding hands to guide and to keep the ball in place)

[edit] Balloon Games

For balance and co-ordination we do all sorts of games with them: keep it in the air from one end of the mat to the other without holding it, then sit on it to break it. carry it around in pairs without touching it with hands. etc.

[edit] Juggling

Juggling using beanbags or old (yet clean) socks builds up great coordination. An excellent resource for beginning to juggle is Juggling for the Complete Klutz, which comes with three beanbags. Also great group exercise using small or medium sized balls - gather students into circle, establish a pattern of passing a ball amongst the students (mostly across the circle) so that each student passes to the same target student each time (underhand, perhaps after calling their name), and then start one ball getting passed around, add another, and another, until they cannot maintain the passing pattern. Group Juggling helps develop timing, attention, and peripheral awareness.

[edit] Bola

Taken from The New Games Book, by The New Games Foundation

Bola requires three simple props: a small beanbag or rubber ball (approx. 3" in diameter), a tube sock, and a length of clothesline. The bola is created by dropping the beanbag into the tube sock, then tying a know at the open end (see Foxtail Game). Tie the clothesline around the sock above the knot, so that it wouldn't slip off if you were to twirl the tube sock around by hanging onto the rope -- because that's what you're going to do.

Lying on the floor, begin to twirl the bola around the floor in a circle. Once you get it going, students should move into the circle so that they have to jump into the air as the bola passes beneath them. The twirler can alter the spped, or the length of the rope, at any time as they choose. Anyone hit by, or tangled in, the bola is out. The last player to be out gets to twirl the bola next. q Bola especially helps to improve timing, attention, and balance.

[edit] Foxtail

Taken from The New Games Book, by The New Games Foundation. Also available from Klutz Press.

A foxtail is a ball with a tail, and can be purchased from Klutz Press, or can be made with a few items: a small beanbag or rubber ball (approx. 3" in diameter) and a tube sock. The foxtail is created by dropping the beanbag into the tube sock, then tying a know at the open end (see Bola Game).

The foxtail is best used as an outdoors activity, but with attentive students can be used indoors. The foxtail is used to play almost any kind of ball game, with the following modifications: You can only throw or catch the foxtail by the "tail", and you can only throw or catch it with one hand.

Playing with a foxtail especially helps to develop timing.

[edit] Sock Hockey

Sock hockey (or "sock-ey") is played with the long foam swimming pool "noodles" as hockey sticks, and a knotted sock as a puck. Divide the class into two equal teams. Give each player a noodle to use as a hockey stick. Establish goals at opposite ends of the mat. One option for goals is to lay an extra noodle on the ground at each end. Drop a sock in the middle of the play area and let the teams use the noodles to whack it into the goal. When using noodles as the goals, the sock must hit the noodle to score.

Introduce rules as you see fit to encourage fun. For example: Players may only use their noodle to hit the sock-ey puck; or, Players may not lie down on the sock-ey puck.

When a team scores, halt play and return the puck to the center of the play area. Play for a set time period, or for a set number of points.


[edit] Confidence Building Games

I'd like to share some ideas with you. In Aikido I always found it important that in the uke-nage relationship there is confidence. That is, you have to feel both responsible for your partner and trust him/her that he/she also feels responsible for you (both physical and psychological). To built this kind of relationship I found some games very helpful. They were taught to me when I started Aikido and I like using them in my trainings, too.

[edit] Guide

Your partner holds one hand upright and you place yours on top of it (like a T). Your partner closes his eyes and you guide him along through the dojo. No words may be exchanged (same for the other games, too).

[edit] Tap, Tap

You guide your "blind" partner by tapping him on his shoulder. Each tap means a 90 degrees turn in this direction. Can be done with two "blind" partners - lots of fun and some confusion guaranteed...

[edit] Falling Backwards

Your partner stands in front of you and makes his body stiff. Then he lets himself fall backwards - you catch him with your hands (unbendable arms). For anxious partners: let him feel your hands on his back and guide him. Nice workout for your arms, too. This can also be done with three persons (the person in the middle will fall backwards as described above, then fall forward and be caught by the shoulders) - or even with five, sort of "throwing around in a circle". Commonly known as "trust falls" (for 2) and "trust circle" (for 5 or more) exercises can be done with back and forth communication between the trusting and the trusted: "ready to fall", "ready to catch", "falling", and "fall away". It is important that those doing the catching have a deep stance with both hands up so they can absorb their partner's weight.

[edit] Take It Away!

Divide into 3-4 groups, give groups 10 minutes to work out a routine or a sequence of skills to teach. Give each group a chance to lead whole group through their routine. (Confidence, planning, co-operating, leadership)

[edit] The Laughing Game

Students partner up with a friend. They sit before ech other in seiza. One is chosen to remain stoney-faced, while the other attempts to make the first laugh. No touching is permitted. There is a time-limit of 60 seconds. Then the roles are reversed.

If the "jester" makes "stoney-face" laugh, jester gets a point. If stoney-face resists laughing for 60 seconds, stoney-face gets a point.

Switch partners and repeat as time permits.

An important part of the game is the follow-up discussion, especially the first time. In "real life" people often try to manipulate our emotions. Self-control is an important skill to develop. Ask successful "stoney-faces" how they resisted laughing. Ask how those techniques could be applied if someone was trying to make them angry or sad.

[edit] Dodgeball Games

[edit] Roll Out

A version of dodgeball where if you are in the middle of the circle and get hit by the ball, you take a roll before you get of the circle.

[edit] Monkey in the Middle

3 people in a line, middle one is "it" and trys to avoid the ball at the last minute by spinning or rolling off the line.

[edit] Seeing Blind

"It" is blindfolded, stands in one place while everyone runs in circles around him, they all stop when "it" calls stop, then "it" tries to hit someone with a ball. (3 tries, then change "it")

[edit] Sock Wars

Modified from an original version found on the AikidoKids.com website

Divide the dojo in half, with half the class on either side at the mat at the edges. On the center line lay out a number of socks, equal to the number of players, tied with a knot in the middle. On the signal from sensei, players attempt to race to get socks to throw at the members of the opposite team. Players may only hold one sock at a time, to prevent "hoarding" of socks. Players may not cross the center line unless they are switching teams as described below.

If struck by a sock thrown by the opposing team, players should drop any socks that they hold, and switch teams. Before joining in play again, they must touch their new team's starting edge.

Play continues until one team is completely gone, meaning that all players are on the same side and EVERYONE wins!

[edit] Defend the Daimyo

Modified from "Save the King," which was in the March 2006 issue of Family Fun magazine.

This dodgeball game is played by two equal-sized teams with at least three people per team. Each team also chooses one daimyo, which was the term used for the feudal lords during the times of the samurai.

The length of the play area is divided into four equal areas. The center two are combined to form one, large "No throw" neutral zone. Any player may enter the neutral zone, but only to pick up balls. Nobody may throw while in the neutral zone. The two teams defend opposite end areas. The end areas may only be entered by a person from that team.

At a signal from the sensei, play begins. Players try to hit opposing team members with the balls. If struck, a player is out. If a ball is caught, the thrower is out. If the daimyo gets out, the entire team is out!

Variations include: require either the daimyos or the other players, or everyone to move in shikko; the daimyo is only out if he or she is struck by a ball, not if their ball is caught; players switch sides when "out" rather then having to stop playing; daimyo are forbidden to enter the neutral zone.

[edit] General Tips

  • Change activities when the teens start to show frustration or anger. They are not mature enough to keep working after emotional upheaval but will add pollution to their techniques.
  • Rather than go into the rules in individual games, I'd advise you to look at common kids games in your culture, especially if there are those that involve a person who is "it" trying to get others "out" and see if there are ways to integrate rolling and tai sabaki into the games they already know.



These games were initially compiled by Jill Nielsen from the K-W Ki Aikido Club from Kitchener, Ont. nielsenj@golden.net The ideas have come from many different sources including my head, my kids, a book called "Ah, to be a Kid", the aikido-l listserve and various aikifriends. Most have been tested out with the kids I have attempted to inspire into doing some aikido over the years. Have a great time.


Games added to Jill's excellent list on 9/14/05 by wmreed : Tenkan Tag, Jump Rope Variation, Juggling


Games added 9/25/05 by wmreed : Sock Wars


Games added 9/25/05 by vjw : Brick ýn Bat


Games added 4/14/06 by wmreed : Counting Coup


Games added 4/18/06 by wmreed : Defend the Daimyo, Cranes and Crows


Games added 6/03/06 by wmreed : Bola, Foxtail


Games added 3/15/07 by wmreed : Sock Hockey


Games added 5/5/08 by wmreed : The Laughing Game


For more games to play with kids, as well as curriculm ideas, equipment suggestions, instructor profiles, and other resources for anyone teaching aikido to kids, see: http://www.aikidokids.com


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