Chasing & Fleeing

Team Swarm Tag

Team Swarm Tag is an exciting chasing and fleeing game for physical education! Players work together to tag fleeing players. If tagged, fleeing players rejoin the game as part of the chasing team.

https://youtu.be/Jf3zKD8Tpb4

Learning Targets

I can apply a variety of chasing tactics when playing tag.
I know a variety of chasing tactics.
I understand how to work with other chasing players to tag fleeing players.

Game Overview

Play Area
  • The teacher marks out a large open playing area with clear boundaries. Players begin in a scattered formation inside it.
Goal
  • The fleeing players are trying to be the last player left untagged. The IT team is trying to tag every one of them.
Play
  • Players get into a scattered formation.
  • Two players are each given a ball and a pinnie to wear. These players start off as IT.
  • The IT team attempts to tag other players with the ball. An IT player must be holding onto the ball at the moment of the tag, since they may not throw the ball at other players.
  • While in possession of the ball, an IT player's movement is restricted to pivoting.
  • IT players may pass to each other in an attempt to get closer to the players they want to tag.
  • When a player is tagged, they collect a pinnie and rejoin the game as a member of the IT team.
  • The teacher may add additional balls to the game for the IT team to use.

Equipment

  • Foam Balls
  • Pinnies

Assessment Ideas

  • Teacher Observation can be used to assess whether the IT team is working together to cut off space rather than each player chasing on their own.
  • Group Discussion can be used to name the chasing tactics that led to a tag, especially the ones that involved a pass.
  • Exit Slips can capture students' understanding of how passing helps a chasing team cover ground they cannot cover on foot.

Safety

Make sure students keep their head up when running.

Make sure no student throws the ball at another student (tagging must be done while holding onto the ball).

Game Builds

Builds allow you to increase the game's complexity, one layer at a time.

1
Build
1

Avoiding Opponents

Players get into a scattered formation. On the teacher's signal, all players begin moving about the playing area while avoiding contact with other players.

This build exists to help students understand the limits of the game while developing their dodging skills.

Discussion Questions

  • What did you do with your body to avoid other players?
  • Where in the playing area was it easiest to move freely?
2
Build
2

Team Swarm Tag

Players now play the game with the full version of the rules.

Discussion Questions

  • What made the IT team dangerous once there were more than two of them?
  • As a fleeing player, where was the safest place to be, and did that change?

Assessment Ideas

  • Teacher Observation can be used to assess whether IT players are passing to gain ground rather than pivoting on the spot waiting for someone to run past.

Teacher Notes

The pivot restriction is what forces the IT team to work together. Resist loosening it too early, since the passing is where the learning target lives.

3
Build
3

Additional Movement

The teacher may now allow IT players to either take three steps with the ball, or move with the ball while dribbling.

Discussion Questions

  • How did letting the IT team move with the ball change your tactics?
  • Was passing still worth it once the IT team could travel?

Teacher Notes

Pick one of the two options rather than offering both at once. Dribbling suits a group already comfortable with ball handling, while three steps keeps the focus on positioning.

Away on Thursday?

Print the game sheet, leave it on your desk, and your sub has everything they need: the diagrams, the builds in order, what to say, and what to watch for. This one is $4. #PhysEdU Plus members get all 39, free forever, for $49 a year.

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