CODE: The Council of Ontario Drama and Dance Educators


CODE is YOUR subject association for Drama and Dance in Ontario

  • An active network of Drama and Dance colleagues, mentors, artists, arts advocates and student teachers
  • A reliable resource for you and your program – one phone call or e-mail away!!!
  • A website filled with articles, lesson plans, ideas and links to many practical classroom resources
  • An annual conference – a place to sharpen your skills and connect with others who share your concerns

Members have access to:


Through the blog and our resources page, CODE will keep you up to date on what is happening in Drama and Dance in Ontario and around the world.  See the blog

Lesson Plans

There are hundreds of lesson plans available on the website.  Many of these are public documents, but many are for members only.  Become a member to find out what you’re missing!  See lesson plans

Advertisements for Primary Teachers

My daughter introduced me to, as she uses it in her French class.  It is filled with fun songs and physical activities (e.g., Zumba, and her favourite, “Run like a Kitty”) that you can do with your class.   You can also add your own videos from Youtube. Each time you play a video, you “grow” a character that the class picks out.


PE: Large Group Games

‘Minute to Win It’ style

This Blows (balloons, cups) The players have to blow up a balloon and use the air in the balloon to blow 5 cups off of a table. The balloon can be blown up as many times as necessary to accomplish this task.

The Elevator (erasers, rulers, string) Teams must attach long strings to the ruler creating a shelf. The contestant then wraps each of the long strings over each of their ears and 2 small erasers are placed on the ruler shelf.

The object of the game is to move the erasers to their shoulders by pulling the strings and raising the pencils to their mouth. (Think about a window washer’s scaffolding- it is the same principle).

The contestant will need to lean over so that the erasers are not knocked off by bumping into their body. It is important to keep those pencils level so the erasers do not fall off.


Wheel of a Deal (decks of cards)

Wheel of A Deal requires 5 small tables set in a circle and a table in the center. On the center table spread out 4 of each, Ace, King, Queen, Jack, 10 from a deck of cards, face down. The object of the game is to sort or separate 20 of the cards into 5 piles, each with the like cards on a different table. All of the aces on one table, the kings on the other and so one. This is a great game for all ages and can be adjusted in number of cards or sets for younger children.

Spaceman (blindfolds, balls) Spread out the balls in a playing area.

After being blindfolded, the player is spun around 2 times then the clock begins.

When the clock starts, the player begins searching for a ball (without crawling). Their teammates shout directions.

To complete the game, player must obtain 2 balls (holding them at the same time)

Bucket Head (Buckets, tennis balls)

1) When the clock starts, player may grab 1 ball at a time and bounce it so that it hits the floor then wall before attempting to catch it in the bucket headgear.

2) Only balls caught behind the foul line may count toward total.

3) Ball must bounce directly from wall to bucket in order to score.

4) Player can’t play from a kneeling or seated position, or touch the bucket with the hands while trying to catch a ball.

5) To complete the game, player must catch and retain a total of 3 balls in the bucket atop the head

Loop It (hula hoops, elephant or basketballs)

1) Place the balls in two rows at a designated distance away

2) Place a foul line at a designated distance away from the first row of balls.

3) When the clock starts, use backspin to roll hula-hoops towards the bottles without crossing the foul line.

4) To complete the game, 3 hula-hoops must land completely around 3 balls

Keep it Up (feathers)

1) When the clock starts, player may release two feathers and begin to blow on them to keep them in the air.

2) If the feather touches any part of the player’s body, or touches the floor, the game is over. Incidental contact on the face is allowed.

3) To complete the game, player must use only his or her breath to keep both feathers from touching the ground for the 60-second time limit.

Suck it Up (straws, small square of white paper)

1) Set up a stack of 5 small squares of paper for each team

2) When the clock starts, player may use only his or her mouth to pick up the flexible straw out of the bowl of candies, and suck up the paper onto the straw. Player may then attempt to transfer it to the other side of the room

3) If a paper falls off a straw, it’s out of play.

4). The team who gets the most paper to the other side wins

Yank Me (styrofoam cups, index cards)

When clock starts, player begins to stack a tower consisting of upside down cups topped with index cards.

Once tower is completed, player must pull cards out from tower 1 at a time, starting from top, until all cups nest together.

To complete game, cards must be completely removed, and cups must form a single stack

PE: Capture the Flag

Find a place to play. A good place is a yard with a house in the middle. It is important to pick an area with a large obstruction near the center so no guards can see all the way across the field. Try to do it in a place which is not an open area!

  • 2. Find some people to play with. You can play with any number of people, but it is best with at least 10, or 12.
  • 3. Choose flags, these just need to be two objects of similar size and shape. If you are playing at night it is best to have something light colored
  • 4. When everyone has gathered on the field choose boundaries, and make up any rules for hiding the flag (someone on the team must be able to reach it from the ground, it must be hidden on the team to which it belongs side)
  • 5. Hide the flag. To make it fair make sure you can see at least part of it somewhere fairly close by (don’t bury it). Also make sure you can grab it and run (don’t tie it to a branch).
  • 6. When the flag is hidden go to the border and yell at the other team. If they are done tell them to come to the border and quickly summarize the rules. If you agree on the rules start the game, if not compromise.
  • 7. Once the game has begun split your team up into a few groups. Ideally you will have enough people to have two teams of each of these: border guards, reconnaissance (best in partners), “sneakers”(also good in partners) and a few “rangers”.
    • Reconnaissance people are in charge of getting the flag.
    • The sneakers are the ones who find it and the rangers do several leftover jobs: they get people out of jail, chase anyone who gets past the border guards and can replace any reconnaissance or sneakers that get captured.
  • 8. Once you get your job, stick to it. It is important that you communicate with team mates, you can do this with codes or just by shouting.
  • 9. Depending on how big the field is and how many guards you have, the game may not come to an end for hours.

PE: Crows & Cranes

Divide the students into two equal teams.

Have teams face each other across from an imaginary line. You could use a rope divider if you like.

Assign one side to be “Crows” and the other to be “Cranes.”

The leader stands at the end of the group in the centre so all players can see and hear him/her. The leader calls out either “Crows” or “Cranes.”

If “Crows” are called, the Cranes must turn and run a short distance to their “base” before the Crows tag them. If any Cranes are tagged, they become Crows, and head to the other side for another round. The same applies when “Cranes” are called.

Play until everyone is on one side.


PE: Battleship

The entire playing area is broken down into different parts of a ship. The leader explains the location of each part. For example

  • Bow: the front of the playing area
  • Stern: the back of the playing area.
  • Port: the left side of the playing area
  • Starboard: the right side of the playing area

Special actions are explained. For example:

  • Submarines: Players run to the centre of the playing area, lie down on back, and raise one foot in the air.
  • Lifeboats Port: Players run to left side of playing area, form lines of 4, sit down and begin to row.
  • Lifeboats Starboard: Players run to right side of playing area, form lines of 4, sit down and begin to row.
  • Man Overboard: one person on all fours, their partner with their knee on the back of the other player, hand at their forehead like they are looking for something.

The game begins with everyone standing in the centre of the area. When the leader calls out one of the above parts of the ship, all players must run to the designated area. The last person to reach the spot is eliminated, and goes to help the leader. Each time a different part of the ship is called, the last player reaching the site is eliminated, until one player remains.


PE: BandAid Tag

  • One person is “it.”
  • Whenever someone is tagged by “it” they must hold a bandaid (their hand) on the spot where they were tagged. Then the game continues.
  • When someone runs out of bandaids, (they get tagged three times), they are frozen until two other people come over to them and “operate.”
  • The two other people need to tag the frozen person at the same time and count to five.
  • Let the game continue for as long as it remains exciting and fun.
  • Switch the person who is “it” often.