In Helping Hands Tag, students need a “helping hand” from another student to get back in the game after being tagged. Use this game to help students remember that it is OK to ask for help when they are feeling stuck.
Helping Hands Tag
Large Group (10 and up)
Ages 3-5
Bases
Less Than 10 minutes
Development Goal
Works on social awareness and students helping other students. Can also be used to work on self-advocacy by having students ask for help when they are frozen. Fine and gross motor skills practiced include spatial awareness, running and stopping.
Before You Start
- Clarify boundaries and point out the “recharging station” (where students will go to do their jumping jacks and get back in the game).
- Designate 2-3 taggers (depending on group size) and have them hold a half cone or bandana to make it clear who they are.
Set Up
You will need a tag area, as well as a “recharging station” (area for students to go that have been freed/unfrozen). Boundaries are needed for this game.
How to Play
- On the magic word, all players can move freely within the boundaries.
- If a student is tagged by a tagger, s/he must freeze with both hands out to the side a bit.
- In order to get unfrozen, two players must help the frozen student, one holding each hand (or grabbing each wrist, depending on comfort level).
- Once the frozen student has a player holding each hand, the group of three must make their way to the recharging station. None of them can be tagged on their way to the recharging station.
- Once at the recharging station the two helpers are free to go, and the frozen student must do 5 jumping jacks (or the consequence of your choice), and may then come back in the game.
Variations
If using this game to talk about self-advocacy, let students know they can call for help when they are frozen. Debrief with questions about what they could do when they were frozen and how this relates to the classroom/other areas of their life.