Exercise 60 minutes every day

Any movement that makes your heart beat faster and your breathing get faster counts as exercise. Walking at a brisk pace, running, jumping, and climbing all count as exercise. You don’t have to go to the gym or play a team sport, though these count as exercise too.

You and your kids should exercise at least 60 minutes a day. This may sound like a lot, but your child may already meet part of this goal if they play games at recess or sports after school. And those 60 minutes don’t have to be all at once — exercise can add up throughout the day.

What are some fun ways for kids to exercise?

Try out these fun activities with your child to meet the recommended 60 minutes of daily exercise:

Feel the beat

What you need:

  • Any open space, inside or outside
  • Device that plays music (mobile phone or tablet with speakers, CD player, or radio)
  • Optional: Electronic dance game console

Group size: Any number of players

Set up:

  • Make a music playlist or pick a dance game.
  • Clear a space for dancing.
  • Set up your music system.

How to play:

  • Turn up the music and start dancing.
  • Create a routine, have a dance battle, or practice a popular dance.
  • Play an electronic dance game (like Just Dance or Dance Dance Revolution).

Turn up the intensity: Keep your feet moving at all times. Challenge yourself with fast-moving dance styles.

You're it

What you need:

  • Any open space — yard, field, blacktop, or court (basketball or tennis)
  • Cones or tape to mark boundaries

Group size: Three or more players

Set up: Mark boundaries with cones or tape or use the lines on a court or field.

How to play:

  • Choose one player to be the tagger.
  • The tagger picks one exercise (like high knees or jumping jacks) that the other players must do if tagged.
  • The tagger signals the start of the game.
  • All players run within the boundaries to stay away from the tagger.
  • If a player is tagged, they must stop and perform the chosen exercise until a player who has not been tagged un-tags them.
  • Switch out the player who is the tagger after a couple of minutes.
  • The new tagger picks out a new exercise and play continues.
Jump on in

What you need:

  • Any open space — backyard, field, blacktop, or court (basketball or tennis)
  • Double Dutch or single jump ropes
  • Optional: Cones or tape to mark boundaries

Follow the Leader (Double Dutch)

Group size: Four or more players

Set up: Two players (turners) face each other holding the ends of two Double Dutch jump ropes.

How to play:

  • The turners twirl the ropes in big circles in opposite directions.
  • Other players (jumpers) form one line to enter the ropes.
  • With every turn of the rope, one player jumps in and one player jumps out. The idea is to follow the jumper in front of you without missing.
  • If a jumper misses or clips the rope, they are eliminated. See who can last the longest.

Jump-rope relay race (single rope)

Group size: Four or more players

Set up: Put two lines of cones (or markers) some distance apart to mark point A and point B.

How to play:

  • Divide into equal teams. Each team needs a jump rope.
  • Choose a game leader.
  • All players line up with their team behind the cones at point A.
  • The leader signals the start of the jump-rope relay race.
  • The first player in each line jumps rope while running and jumping to point B and back.
  • When a player returns to point A, they hand the jump rope to the next player who continues the relay.
  • The first team to have all players complete the jump-rope relay race is the winner.

Jump-rope challenges (single rope)

Group size: Any number of players.

Set up: No set up required.

How to play:

  • Perform each of the following jump-rope variations and see how many jumps you can do in a minute. Try to complete two to three rounds.
  • If there are other players, make it a game: Who can do all these jumps first?

Jump-rope variations

  • Bunny hops: Hop with both feet together, doing one jump for every turn of the rope.
  • Run it: Run or jog forward as you jump.
  • Jump-rope jacks: Jump with feet together then feet apart.
  • Crossover: Cross arms on every other jump.
  • Flashbacks: Begin with the rope in front of you and swing the rope backward over your head.
  • Quick feet: Jump as fast as you can.
Race remix

What you need:

  • Any open space — backyard, field, blacktop, or court (basketball or tennis)
  • Cones or tape to mark point A and point B

Group size: Four or more players

Set up: Set up two lines of cones some distance apart to mark point A and point B. Choose a game leader.

How to play:

  • Divide into two or more equal teams.
  • All players line up with their team behind the cones at point A.
  • The game leader assigns each player a creative way to travel to point B and back. For example:
    • 1st in line = skip
    • 2nd in line = hop
    • 3rd in line = crab walk
    • 4th in line = jog
    • 5th in line = sidestep
    • 6th in line = run
  • The game leader signals the start of the relay race.
  • The first player in each line begins to travel to point B.
  • When a player returns to point A, they high-five the next player in line, who then continues the relay race.
  • The first team to have all players complete the relay race wins.

Turn up the intensity: Race against the clock and try to complete the relay race in a certain amount of time.

Crush the course

What you need:

  • Any open space — backyard, field, blacktop, or court (basketball, tennis)
  • A random assortment of equipment (like balls, bean bags, jump ropes, hula hoops, pool noodles, or agility ladder)
  • Cones or tape to mark boundaries
  • Optional: Pen or pencil and paper to number each obstacle

Group size: Any number of players

Set up:

  • Choose a theme and plan out the obstacles.
  • Use the equipment available nearby to create an obstacle course.
  • Assemble obstacles and place them some distance apart in an organized sequence.

How to play:

  • All players line up at the first obstacle.
  • One at a time, the players begin the obstacle course.
  • A player must complete an obstacle before moving on to the next obstacle.
  • The course is finished once each player completes all the obstacles.

For example:

  • Fit kit Olympics
    • Bounce a tennis ball 20 times on a racket.
    • Dribble a basketball down a full court.
    • Shoot 10 free throws into a basketball hoop.
    • Kick a soccer ball into a net 10 times.
    • Weave a ball with a floor hockey stick through a series of cones.
  • Fit kit Warrior Race
    • Jumping jacks or push-ups for 30 repetitions.
    • Walk across a balance beam or balance a bean bag on your head.
    • High knees through an agility ladder or series of hula hoops.
    • Line jumps or jump rope for 30 seconds.
    • Jump over or crawl under hurdles made of pool noodles across two chairs.

Turn up the intensity: Jog instead of walk to the next obstacle. Switch it up to a hop, skip, or jump.


 

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