- Check the space and the kit.
- Get your child's attention first.
- Show it from two sides.
- Say one thing only.
- End on one that works.
Put the phone down where you can see it. Tap Next with your thumb, or use the arrow keys.
Is the space marked?
- A circle (rope or tape) for the partner games
- A start line for animal walks
A clear space of 2 m by 2 m; agree the stop word.
Three minutes to get warm.
Easy jogging on the spot, then arms and legs. How to warm up well is explained at workonfitness.com.
- Shake hands. Hold both hands and circle; tap the partner's foot lightly with yours.
- Palm push: feet wide, palms together; push, or pull the hands away suddenly, to make the partner step.
- Shake hands at the end.
Show it once from the front and once from the side, slowly. Then let your child try.
- Shake hands.
- Foot tap: hold hands, circle, and tap the partner's feet with your feet.
- Palm push: feet wide, palms together, push or pull the hands away to unbalance the partner.
- A step out loses.
- Shake hands.
How much: 6 rounds
Tap, do not stomp
Foot tap
The rules
Who taps more feet in one round of 30 seconds.
- Hold hands and start on "go"
- Tap the partner's feet; dodge theirs
- 30 seconds a round; 3 rounds, then 3 rounds of palm push
Fair play: An older child hops on one foot.
- Points
- 1 point for each foot tap; 2 points for each palm-push round won.
- Fouls
- No points for that round: a hard stamp instead of a tap; letting go of the hands in foot tap; pulling the partner to the floor
- Win
- More points after 6 rounds.
Score
- 5
- 10
- 15
5 foot taps in one round; the game stops at once on "stop", 3 times.
End on one that works. If it was hard today, finish with the easier version.
Well played.
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