Hula Hoop Activities

Grade Levels: 3 - 5



  • To go through the maze of hoops using designated movements.
  • Different-colored hula hoops
  • A whistle
  • Divide the class into small groups of five to ten children.
  • In each group give all the children a hula hoop, with the exception of one child.
  • Allow the children a few minutes to arrange themselves and their hoops in an unusual position.
  • When the whistle blows, the children hold their position.
  • The child who does not have a hoop must go through all the hoops using different movements such as crawling, rolling, and going backwards.
  • Give each child an opportunity to go through the hoops.

  • To walk the shape of the designated number while remaining in the hoops.
  • Hula hoops
  • Each student is given two hoops to lay side by side on the floor.
  • The teacher then calls out a number and the child walks the outline of the number while staying within the two hoops.
  • Outline the letters of the alphabet in the same manner.
  • Use different forms of locomotion while outlining numbers or letters.

  • To lasso the boxes and pull them over the foul line scoring as many points as possible in the designated time limit.
  • Various sizes of empty cardboard boxes or milk crates, each assigned a point value
  • Clothesline or jumping ropes
  • Hula hoops
  • Set the boxes up so that they are a good distance apart.
  • The player receives a lasso (a hoop with a rope tied to it long enough to reach the farthest box) and stands behind the designated foul line.
  • On a signal, the player attempts to lasso the boxes and pull them across the line.
  • Points are indicated on the boxes.
  • Players may continue to pull boxes across the line until the time limit is up.
  • The player with the most points is the winner.
  • A bonus may be awarded to a player who pulls all the boxes over the line within the time limit.
  • Have several students play at the same time.
  • Teams can be designated to compete against one another.

  • To score points by tossing the hoop over the cone or tossing the hoop closest to the cone.
  • The first to score 21 or more points wins the round.
  • Two traffic cones or two milk crates for each set of partners
  • Two hoops per person
  • Each person receives similar hoops.
  • Both players start at the same cone and alternate tossing the hoops in an attempt to score points.
  • After all four hoops are tossed, the score is determined, and the partner who tossed second now tosses first.
  • Play continues until one partner reaches 21.
  • If a time limit is used, the winner is the person with the highest score at the end of the time period.
  • Points are scored as follows:
    • Ringer – The hoop is completely surrounding the cone (three points).
    • Leaner – The hoop is touching or leaning against the cone (two points).
    • Closest hoop – If after both partners have tossed the hoops and both of partner A's hoops are closer to the cone than both of partner B's, partner A receives two points. If only one hoop is closer, one point is awarded.
    • If two ringers are scored by the same person, then six points are awarded.
    • If each partner scores a ringer, only the last ringer counts and negates the other points.
    • If three ringers are scored, the player with two ringers receives three points.
    • It is possible to knock down leaners with the hoops and the score should be determined only after all four hoops have been tossed.

Excerpted from What Are We Doing in Gym Today?

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