
Movement games in kindergarten 🤸 40 tried-and-tested ideas ✓ By age & situation ✓ Barely any kit ✓ Take a look!

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There is a moment every Kindergarten class knows. It has been raining since morning, the ZnĂĽni has been eaten, and the air in the room has somehow become too small. Two children are arguing over the same chair. A third slides off the table without anyone being able to say quite why. And the adult in the room can feel it: what is missing now is not a quieter activity. What is missing is movement.
Movement games in Kindergarten are often seen as what you do when nothing else works any more – a release valve, a filler, something to bridge the gap until lunch. That is understandable, and it is a misunderstanding. Because in what looks like mere charging about, more is happening developmentally than in almost any other activity of the day. A child balancing along a bench is not only training their balance. They are inhibiting impulses, planning sequences of action, processing spatial relationships and, in passing, regulating their own arousal.
This guide collects what works in practice: some forty movement games, sorted by situation, age and room size – for Kindergarten as much as for the nursery and for home. Above all, though, it sets out what matters when choosing, because not every popular game delivers what it promises. We draw on Lehrplan 21, the movement recommendations of the hepa.ch network, the WHO guidelines for children under five, and observations from twenty-five years of daily life with children between six months and six years old.
Movement games in Kindergarten are guided or freely chosen games that combine children's natural urge to move with a play idea. They develop motor skills, language, concentration and social behaviour all at once – without children experiencing them as exercises.
The term is used for very different things in everyday practice, and the differences matter. Free play in the outdoor area, a guided movement story in the circle and a movement lesson in the gym do not produce the same effects – and they need different amounts of preparation, space and supervision.
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Form | What it is | Adult direction | Particular strength |
|---|---|---|---|
Free movement play | Children choose the place, the materials and the play idea themselves | Framework and safety only | Self-efficacy, judging risk, stamina |
Guided movement game | A clear rule or play idea, played together | High, with room for variations | Understanding rules, impulse control, togetherness |
Movement landscape / movement construction site | An assembled landscape of equipment or materials to explore | Medium: set up by adults, use left open | Creative problem-solving, gross motor skills, courage |
Movement story | A story whose action is acted out as it is told | High | Listening comprehension, concentration, vocabulary |
Movement lesson in the gym | A structured session with a warm-up and cool-down; in Kindergarten part of “Movement and Sport” | Very high | Targeted building of specific skills, experience with apparatus |
Movement break | A short interruption of two to five minutes | High, very brief | Bringing attention back, releasing tension |
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For everyday practice this means a class or group does not need the one right format but a mixture. Guided play only deprives children of the experience of developing movement ideas of their own. Free play only loses sight of the quieter children, because they rarely take themselves into movement unprompted.
In Short
Why “game” is the decisive word. Children of Kindergarten age do not move in order to move. They move because they are a fire engine, because the floor is lava, or because they have to be faster than the wolf.
The moment movement is declared an exercise, participation drops noticeably – above all among the children who are unsure on their feet and would therefore benefit most. The play idea is not the wrapping. It is the engine.
Movement games work far beyond motor skills: they train executive functions such as impulse control and working memory, anchor language through action, regulate emotions and create situations of social negotiation that simply do not arise while sitting down.
The most widespread error of thinking about movement runs: movement is good for the body, learning happens at the table. Three decades of developmental research have thoroughly dissolved that separation. In a young child, perception, motor skills and thinking do not develop alongside one another but with one another – a connection discussed in cognitive science under the heading of embodiment, and one that simply means that concepts need a bodily experience first.
A child does not understand “above” from an explanation. They understand “above” after climbing on top of something a hundred times.
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Area of development | What movement games actually do | Example forms of play |
|---|---|---|
Gross motor skills | Running, jumping, climbing, throwing and balancing become surer and more economical | Chasing games, movement landscape, hopping course |
Coordination & balance | Building the sense of balance and hand-eye coordination | Balancing, balloon volleyball, tightrope walking |
Executive functions | Inhibiting impulses, holding rules in mind, switching flexibly | Musical statues, Grandmother's Footsteps, Simon Says |
Language | Verbs, prepositions and adjectives are anchored through action | Movement story, preposition course |
Social skills | Waiting, taking turns, negotiating rules, coping with losing | Cooperative games, circle games, relays |
Emotional regulation | Tension is discharged physically instead of in conflict | Movement breaks, rough-and-tumble with rules, yoga animals |
Self-esteem | Visible progress of their own: “Yesterday I couldn't get up there” | Climbing elements, movement construction site |
Health | Bone density, cardiovascular system, sleep quality, weight regulation | Anything of moderate to vigorous intensity |
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The connection between movement and executive functions is particularly revealing – that bundle of impulse control, working memory and cognitive flexibility which predicts school readiness more strongly than early letter knowledge does. Review studies show a nuanced picture here: not every form of movement has the same effect. The strongest link to cognitive performance is shown by activities that are coordinatively demanding – games, in other words, in which children have to think and move at the same time.
That has a very practical consequence. Ten minutes of running in a circle is good for the heart and circulation. Ten minutes of running in a circle in which one signal reverses the direction and a second freezes everyone on the spot is, in addition, training for exactly the abilities a child needs in their first year at school.
By the Numbers
180 minutes a day – and at least 60 of them more vigorous. For children aged three to four the WHO recommends at least 180 minutes of movement per day, spread across the whole day, of which at least 60 minutes should be of moderate to vigorous intensity. The Swiss movement recommendations from hepa.ch likewise name at least three hours of physical activity a day for preschool children.
The other direction matters just as much: long uninterrupted periods of sitting should be avoided. The core message of the updated Swiss recommendations is simply this: every bit of movement counts.
Sources: WHO (2019), Guidelines on physical activity, sedentary behaviour and sleep for children under 5; hepa.ch / FOSPO (2023)
Children of Kindergarten age should move for at least three hours a day, around one hour of that at moderate to vigorous intensity. What matters is the spread across the day – not a single concentrated movement lesson in the morning.
The figure looks high at first glance. In practice a child reaches it surprisingly incidentally, provided the shape of the day allows it: walking to Kindergarten, twenty minutes outdoors in the morning, a movement game before the ZnĂĽni, free play in the afternoon, the walk home. The three hours come out of structure, not out of a programme.
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Age and stage | Movement time per day | Of which moderate to vigorous | Typical examples |
|---|---|---|---|
Infants (0–1 year), crèche | Free movement several times a day | – | Tummy time, kicking, commando crawling |
Toddlers (1–2 years), crèche | At least 180 minutes | Included, with no fixed figure | Walking, climbing stairs, pulling up |
3–4 years: nursery, playgroup and first Kindergarten year | At least 180 minutes | At least 60 minutes | Running, climbing, swinging, dancing |
5–6 years: second Kindergarten year | At least 180 minutes, more is better | At least 60 minutes, plus vigorous activity on 3 days | Ball games, skipping, cycling, swimming |
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For Kindergarten there is a legal requirement on top of this that is unknown to many parents: the Sports Promotion Ordinance requires that in compulsory Kindergarten, movement and sport be integrated into daily teaching. Only from primary level does the familiar requirement of at least three sport lessons a week apply. For the Kindergarten stage, then, the legislator deliberately opted not for lessons but for everyday practice – which means that, for once, educational research and the law say the same thing.
More interesting than the target figures is the question of where the time goes missing. In our experience, at three points: in long transitions with waiting, in games with a high proportion of explanation and a low proportion of movement, and in weather conditions that rule out the outdoor area without an indoor substitute being planned.
Important
The problem is rarely the gym lesson – it is the sitting in between. A class can fall well short of the recommended 180 minutes even though it goes to the gym twice a week. What is decisive is the sum of the small units: arriving, the cloakroom, the Znüni, transitions, waiting for other children.
Check an ordinary day once with a watch rather than by feel. In almost every setting the gap between estimated and actual movement time falls in favour of sitting.
Good movement games in Kindergarten keep all children moving at the same time, manage with few rules, can be adjusted in difficulty, put nobody out, need hardly any special equipment and work with twenty children too.
These six criteria sound self-evident and nonetheless rule out a considerable part of the classic game collections. The fourth one above all.
The decisive measure of a movement game is not its total length but the share of that time an individual child actually spends moving. In a classic relay with two lines of ten children, each child moves for about a tenth of the time and waits for nine tenths. The rest is watching – and for many children, frustration.
A movement game whose explanation takes longer than three minutes loses the class before it has begun. The reverse route is better: start with a minimal rule and only raise the complexity once everyone is in.
A Kindergarten class spans two year groups, and between the most and least confident child on their feet there are often several years of development. Good games therefore have a built-in range: a bench you can cross, crawl over or walk around. A target that is near or far.
The classic knock-out principle – musical chairs, traditional dodgeball, musical statues with elimination – has an unfortunate property: it removes from the game precisely the children who would need the most practice, and then leaves them watching. Almost every one of these games can be rescued with a small change of rule.
The best movement games in Kindergarten work with what is there anyway: newspapers, chairs, blankets, clothes pegs, paper balls, chalk, ropes.
A game that runs beautifully with eight children in a nursery group can turn into chaos with twenty-two Kindergarten children – and the other way round. A note on group size therefore belongs with every description of a game.
Common Mistake
Knock-out games – well meant, systematically counterproductive. Whoever goes out first in musical chairs is usually the youngest or least confident child. They then sit at the side for ten minutes while the practised children carry on practising. The gap widens with every round.
The repair is simple: chairs are removed, but no children. Anyone who cannot find a free seat sits on another child's lap or shares the chair. By the end, twelve children are sitting on three chairs and laughing – and everyone was in it until the last second.
The games below are ordered by the question that comes up first in daily practice: where are we, how much space do we have, and what is the game meant to achieve? All the games suit children between three and six, that is both Kindergarten years as well as the older nursery groups, unless noted otherwise.
Indoors, games with a clear structure and small space requirements work best: movement stories, musical statues with a task, newspaper islands, “the floor is lava” and crawling courses. What is decisive is not the size of the room but that all children are active at the same time.
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Game | How it works | Develops | Materials |
|---|---|---|---|
Musical statues with a task | Music plays, everyone dances. On “stop” everyone freezes in a called-out shape: tree, frog, letter | Impulse control, body awareness | Music |
Newspaper islands | Newspapers are spread around. When the music stops, every child stands on an island. After each round one island is folded smaller – the children move closer together | Balance, cooperation | Newspapers |
The floor is lava | Only marked surfaces may be stepped on: cushions, carpet tiles, ropes | Jumping power, planning | Cushions, mats |
Crawling course | Chairs with blankets over them become tunnels, with bends and obstacles in between | Whole-body coordination, spatial awareness | Chairs, blankets |
Balloon volleyball | A balloon must not touch the floor. Variation: heads only, feet only | Hand-eye coordination, stamina | Balloon |
Movement pairs | Pairs of cards lie face down at the far end of the room. The way there leads over a short course | Working memory, stamina | Pairs cards |
Mirror image | Two children stand facing each other, one leads, the other mirrors every movement | Observation, fine control | none |
Giants, dwarves, wizards | A movement version of rock-paper-scissors: two teams secretly agree on a figure | Agreeing together, quick reactions | none |
Clothes-peg chase | Every child wears three pegs on their back and tries to capture others' | Changes of pace, body awareness | Clothes pegs |
Movement dice | A large foam die shows movements: hop, spin, commando-crawl, balance | Variety of movement | Die |
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Practical Tip
The two-metre rule for small rooms. When a room offers no running routes, replace speed with height and changes of direction. Hopping, spinning, crawling, standing up and lying down produce the same intensity in two square metres as running does in twenty.
A classic that makes use of this: “Ready, steady – lie down!” On command everyone switches as fast as they can between standing, crouching and lying on their front. After two minutes everyone is out of breath and nobody has run.
Circle games combine movement with structure and suit transitions particularly well. They need no extra space, make waiting time productive and give less confident children the security of a fixed position in the circle.
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Game | How it works | Develops | Number of children |
|---|---|---|---|
All the birds fly high | Arms up only for animals that really fly. Anyone who gets it wrong does an extra movement instead of going out | Attention, knowledge of concepts | 6+ |
Wriggle leader | One child wriggles in the middle of the circle, everyone copies, then they swap | Imitation, presenting oneself | 6+ |
The movement suitcase | “I packed my suitcase” with movements instead of objects – the chain is acted out | Working memory, sequencing | 6–12 |
Pass the rhythm | A clapping or stamping pattern travels round the circle | Sense of rhythm, timing | 8+ |
Drop the handkerchief | One child walks round the outside and drops a cloth behind another | Sprinting, reaction | 8+ |
Fire brigade | Every child is given a number. When it is called, they run once round the outside of the circle | Understanding numbers, speed | 8+ |
Pass the message in motion | A short sequence of movements is passed on by a touch on the shoulder | Precision, patience | 6–12 |
Musical chairs – without elimination | Chairs are removed, children are not. In the end everyone shares the last seats | Cooperation, physical closeness | 6+ |
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Movement games without equipment work anywhere: in a waiting area, in the woods, on an outing. They need nothing but a voice and attention, which makes them particularly suited to spontaneous situations where tension builds.
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Game | How it works | Develops | Length |
|---|---|---|---|
Grandmother's Footsteps | One person stands with their back to the group. Movement is allowed only while they are speaking | Impulse control, body tension | 5–10 min. |
Simon Says | Movements are carried out only when “Simon says” comes first | Listening, inhibition | 5 min. |
Stuck in the Mud | Anyone caught freezes and can be freed by someone crawling through their legs | Stamina, helping others | 10 min. |
Shadow tag | In sunshine it is not the child that is caught but their shadow | Spatial understanding, perception | 10 min. |
Fire, water, storm | Each command triggers a fixed movement: climb, lie down, huddle together | Reaction, recall | 10 min. |
Animal parade | Everyone moves in turn like an elephant, a frog, a snake, a flamingo | Variety of movement, imagination | 5 min. |
Colour dash | A colour is called and everyone touches something of that colour as fast as they can | Speed, colour recognition | 5 min. |
Number groups | On a called-out number, groups of that size form | Understanding quantity, social skills | 5 min. |
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Outdoors, occasions for movement arise that cannot be created indoors: uneven ground, slopes, natural materials and changing conditions. Forest days train balance and risk assessment particularly effectively, because the ground is never the same twice.
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Game | How it works | Develops | Place |
|---|---|---|---|
Pine-cone throwing | Pine cones are thrown at targets: a tree trunk, a circle, a bucket | Throwing power, accuracy | Woods |
Find your tree | A blindfolded child is led to a tree and afterwards has to find it again with their eyes open | Sense of touch, orientation | Woods |
Nature matching run | A natural object is shown and a matching counterpart has to be found and fetched | Stamina, categorising | Woods, meadow |
Building a forest sofa | A place to sit is built together from branches and leaves | Strength, cooperation, planning | Woods |
Barefoot trail | A short path with different surfaces is explored without shoes | Sensory feedback through the feet, balance | Meadow, garden |
Cat and mouse | Two children chase each other through a circle of players that opens up gaps | Speed, changes of direction | Outdoor area |
Hopscotch | Squares drawn in chalk are hopped through on one and both legs | Jumping coordination, numbers | Outdoor area |
Balance trail | Kerbstones, tree trunks or a rope on the ground are crossed | Balance, concentration | anywhere |
Treasure hunt with tasks | Stations around the grounds each contain a movement task | Stamina, recall | Woods, park |
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After intense phases children need a bridge back to calm. Quiet movement games bring arousal down step by step instead of stopping it abruptly – and so head off the conflicts that typically arise right after boisterous play.
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Game | How it works | Develops |
|---|---|---|
Feather breathing | A feather or a ball of cotton wool is blown across the floor or kept up in the air | Breath control, focus |
Yoga animals | Cat, dog, tree and butterfly are taken up one after another and held | Body tension, calm |
Hedgehog roll | Children curl up and roll slowly across a mat | Deep pressure awareness |
Statue museum | Everyone is a statue, one child walks round as the visitor – whoever moves becomes the visitor | Body control |
Weather on your back | Rain, sun and wind are drawn on the back of the child next to you – only with their agreement | Perception, regulating closeness |
Guided journey with movement | A calm story is accompanied lying down with minimal movements | Relaxation, listening |
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Language and movement pair up outstandingly well: a child who crawls “under the table” while hearing the words anchors the preposition twice over. Movement songs, instructions and movement stories are among the most effective formats in early language development.
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Game | How it works | Language focus |
|---|---|---|
Preposition course | The route goes under the table, over the bench, between two chairs – each one named aloud | Spatial terms |
Movement story | A story is told and acted out: wading through the swamp, jumping over the river | Verbs, understanding text |
Sound movements | Each sound is given a gesture that is performed when the sound is heard | Phonological awareness |
Movement songs | Songs with a fixed choreography, in a second language too | Vocabulary, rhythm |
Instruction chains | Two- or three-part instructions are carried out: “Fetch the blue ball and put it under the chair” | Listening comprehension, working memory |
Opposites run | On “fast” everyone walks slowly, on “big” they make themselves small | Adjectives, flexibility |
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In Short
Why movement helps with learning a second language. A child learning a new language understands actions long before they understand words. When a term is heard and carried out physically at the same time, an additional memory trace is formed – the term no longer hangs on the translation alone.
That is why movement songs and instructions work so well in multilingual classes and groups: they let children join in before they can join the conversation. It is precisely that order – act first, speak later – that takes the pressure out of the silent phase.
Up to about three, children mainly need opportunity and time; from three, simple play ideas; from four, first games with rules; and from five, complex rules with roles. Guided movement games only really begin to make sense from the age of three.
A child starting Kindergarten at four brings four years of movement history with them. Whether they climb onto the frame or stand beside it is rarely decided in Kindergarten – it is decided in the years before, in which they either had plenty of opportunity to try things out or very little. It is therefore worth looking at the whole span, even though Kindergarten is the actual subject here.
In the first three years movement needs no play idea. It needs space, time and restraint from the adults. An infant lying on a firm surface who is not placed in positions they cannot get into themselves will go through the entire course of motor development, from rolling over via commando crawling to standing unaided, entirely under their own steam. At this stage the most effective pedagogical act is often: do not intervene.
That sounds passive and it is not. It means shaping the environment so that movement is possible at all times – free floor space rather than bouncers and seats, different surfaces, something to pull up on, a low step, a ramp. It also means using everyday situations as occasions for movement rather than as transport operations: a child who crawls to the changing mat themselves and climbs up themselves moves more than one who is carried – and it takes only marginally longer.
What is added by way of “games” at this stage are interaction rituals: peekaboo, finger rhymes, disappearing under a cloth, dropping something and having it picked up. They look like keeping a child occupied and are in truth the precursor of every later rule of play – because they consist of turn-taking, anticipation and repetition, which is to say exactly the three elements that make up a game with rules.
In Short
Why under-threes do not need rules of play. Up to about the age of three, children play predominantly alongside one another rather than with one another. They watch, imitate and take up movements, but they do not yet coordinate what they do with others. A shared rule presupposes precisely that coordination.
Anyone who tries a chasing game with two-year-olds therefore usually gets the same result: everyone runs, nobody catches, and after two minutes each child is doing something different. That is not a failure of the game but an indication of where the children are developmentally. At this age formats without an opposite number work better: courses, movement landscapes, imitation.
At around three the picture shifts. Children now understand a condition – “when the music stops, you stand still” – and take pleasure in keeping to it. That is where the time of guided movement games begins. Development from there to starting school proceeds in strikingly clear steps, and each step brings a typical pitfall of its own.
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Age and stage | Motor development | Suitable forms of play | Typical pitfall |
|---|---|---|---|
0–12 months | Rolling, commando crawling, crawling, pulling up, sitting unaided under their own steam | Tummy time, floor play, peekaboo, things to grasp and feel | Placing them in positions they do not get into themselves |
1–2 years | Walking unaided, climbing stairs with support, carrying and pushing objects | Pushing and pulling, filling and emptying, low ramps and steps | Too much seating furniture, too little free floor space |
2–3 years | Running with changes of direction, climbing, first jumps, rolling a ball | Imitation, movement landscape, finger rhymes using the whole body | Games with rules and an opposite number – too early for that |
3 years | Sure walking and running, jumping with both feet, first climbing | Imitation games, animal movements, simple courses | Rules with more than one condition |
4 years | Standing on one leg, catching a ball with the whole body, changing direction | First chasing games, circle games, movement stories | Too many commands at once |
5 years | Hopping on one leg, throwing a ball accurately, balancing | Games with rules and roles, relays in small groups, ball games | Waiting times that are too long |
6 years | Combined sequences of movement, skipping, keeping to a rhythm | Team games, movement construction site, competing against their own best | Being under-challenged, and disruption as a result |
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A note on practice: the ages describe averages, not expectations. Between two children of the same age there is often a year and a half in motor terms, and that is normal. A Kindergarten class also spans two year groups – entry depends on the cantonal cut-off date. This is why the principle of the open task proves itself: the same movement landscape, but every child finds their own way through it. That saves sorting children by ability and preserves the shared pleasure in playing.
One further advantage of mixed ages is often overlooked: the older ones show the younger ones how it is done, and learn more in the process than if they simply knew how themselves. Anyone explaining or demonstrating a movement has to become conscious of it first – a four-year-old who shows a three-year-old the hood trick has understood it better afterwards than before.
And finally: the transitions between stages are the delicate moments. A child moving from nursery to Kindergarten comes from a small group with familiar key persons into a markedly larger class. In motor terms nothing changes in those weeks – but confidence does. If you notice during this phase that a child suddenly stops climbing, do not look at their motor skills but at how secure they feel in the new surroundings.
Movement works most reliably when it is attached to existing fixed points rather than planned as an extra programme. Three short units of five minutes each per day change a class more than one weekly gym lesson does.
The most common reason good intentions fail is not lack of conviction but lack of room in the timetable. New routines only survive in the slipstream of old ones. Because Kindergarten and nursery differ considerably in the shape of their day – half-days with a timetable as against all-day care with a rest period – here are both variants separately.
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Point in the day | Suitable format | Length | Effect |
|---|---|---|---|
Arrival time | Free play with movement options in the room | 15–20 min. | The transition from home into the class |
After the morning circle | Guided movement game | 10–15 min. | Attention for the sequence that follows |
Before the Znüni | Short movement break in the circle | 3–5 min. | Releasing tension, gathering everyone |
After the Znüni | Outdoor area or movement lesson in the gym | 30–45 min. | The main share of the movement time |
Between two sequences | Movement game without equipment | 2–3 min. | Switching over instead of telling off |
Before the end | Quiet game with a clear finish | 5 min. | Closing, the transition home |
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Point in the day | Suitable format | Length | Effect |
|---|---|---|---|
Drop-off | Movement greeting: every child chooses a movement | 2 min. | Arriving, contact with the key person |
Morning | Outdoor area, forest day or movement landscape | 30–60 min. | The main share of the movement time |
Before lunch | Calm movement game | 5 min. | Winding down before the table |
After the rest period | Movement break to wake up | 5–10 min. | The transition out of sleep |
Afternoon | Free play outdoors, movement construction site | 30–60 min. | Self-efficacy, stamina |
Before pick-up | Circle game with a clear finish | 5 min. | Closing, the transition home |
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How to Go About It
Four steps to more movement in the day
Everyday materials are enough for movement games in Kindergarten. Newspapers, clothes pegs, blankets, ropes and cardboard boxes cover the greater part of all play ideas – and are often more valuable educationally than ready-made gym apparatus, because they are open to interpretation.
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Material | What for | Why it works well |
|---|---|---|
Newspapers | Islands, balls, swords, something to rustle | Endlessly available, satisfyingly noisy, harmless |
Clothes pegs | Chasing games, collecting tasks, fine motor skills | Connects gross and fine motor skills |
Blankets and cloths | Dens, tunnels, a stand-in for a parachute | Creates rooms within the room |
Ropes | Paths, boundaries, balance lines | Defines areas without moving furniture |
Cardboard boxes | Movement construction site, obstacles, vehicles | Open to interpretation – children invent the function |
Balloons | Ball games in small rooms | Slow flight path, ideal for learning to catch |
Carpet tiles | Markers, sliding movements | Non-slip or slippery, depending on the side |
Chalk | Hopscotch, lanes, targets | Transforms any outdoor surface |
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Practical Tip
Open-ended materials beat closed apparatus. Wall bars can do one thing: be climbed. Five cardboard boxes can be a train, a tower, a tunnel, a shop and a wall – and each time there is a different movement idea inside.
A rule of thumb when buying: the less an object dictates, the longer it will occupy children. And the more likely it is that movement games will emerge that nobody had to lead.
Safety in movement games does not mean ruling out risk but removing hazards and allowing calculable risks. Children learn to judge risk solely by being allowed to experience it – in surroundings that cushion the worst case.
The difference between a hazard and a risk is decisive in everyday practice. A hazard is something a child cannot recognise: a loose floor panel, a cord on a jacket while climbing, too narrow a gap between two pieces of apparatus. Hazards are removed. A risk is something a child can judge: a height that feels too high, a branch that wobbles. Risks stay – because they are the thing being learned.
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Area | What to watch for | Concrete measure |
|---|---|---|
Clothing | Cords, hoods and scarves while climbing | Take them off before climbing activities |
Surfaces | Slippery floors in socks | Play barefoot or in non-slip socks |
The room | Edges, corners and glass in the running area | Deliberately route running paths away from edges |
Chasing games | Unclear boundaries, uncontrolled swerving | Mark out the playing area visibly beforehand |
Gym | Apparatus set-up, mats, jumping heights | Check the set-up before the lesson, keep landing zones clear |
Woods | Orientation, dead wood, ticks | Agree visible boundaries, check at the end of the day |
Class or group | Very different paces | Offer two levels of difficulty side by side |
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Important
Too much protection produces exactly the accidents it is meant to prevent. Children who have never been allowed to climb judge heights less well. Children who have never run fall more clumsily. The ability to break a fall comes from practice – not from avoidance.
It is therefore worth turning the question round. Not: “What could happen here?”, but: “What happens if it goes wrong – and is that bearable?” A fall of forty centimetres onto grass is bearable. A fall from the same height onto a concrete edge is not.
The examples below are composite observations from everyday professional practice. They are here because they show something that collections of games rarely convey: that the effect usually does not depend on the game but on a small change around it.
A composite example from practice.
Nino is unsure on his feet and knows it. During movement games in Kindergarten he stands reliably at the edge, usually with a plausible reason: tummy ache, thirst, a shoe that pinches. The team spent a long time trying to motivate him, with the usual result – the more attention fell on his not joining in, the firmer the position became.
The change was unspectacular: Nino was given a role with movement in it but no judgement attached. He became the signal-giver for musical statues. He decided when the music stopped, and to do so he had to move to the equipment and back. In the third week he asked whether he might dance too, if another child did the music.
What worked was not the motivation but the order: first a position in which he was competent, then the movement. Not the other way round.
A composite example from practice.
Five rainy days in a row. The class grew louder from day to day, conflicts piled up, and the team responded the way one intuitively responds: with more structure, more circle time, more quiet activities. It got worse.
On the fourth day the principle was reversed. Three fixed movement windows per morning, eight minutes each, indoors, with newspapers and cardboard boxes – attached to the morning circle, the Znüni and the closing sequence. The rest of the programme stayed unchanged.
The number of conflicts halved within two days. The explanation is banal and is nonetheless regularly overlooked: a child who cannot discharge tension through their body discharges it through their relationships. The row over the green spade is often not a row about the green spade.
A composite example from practice.
The class is playing “fire, water, storm”. The children in their second Kindergarten year are delighted. Mira, who has just started, runs the wrong way every time, gets laughed at and leaves the game after two rounds. The obvious diagnosis would be: still too young for the class.
Instead the team worked out that three commands were two too many for her. In the next round there were only “fire” and “water”, but coming faster one after the other. Mira played for twelve minutes. The third command was added a week later, and this time she stayed with it.
The point: a child who drops out of a movement game is rarely overwhelmed by the game. They are overwhelmed by a rule. Leave out the right rule and you bring the child back without changing the game. In mixed-age classes this is the most common and the cheapest adjustment there is.
The most common mistakes are: explaining for too long, building in long waits, letting children go out, constantly offering new games, stopping too late, and using movement as a reward or a sanction. All six cost movement time without delivering anything in return.
What is striking is what is not on this list: the choice of game. When a movement game in Kindergarten does not work, it is almost never the game. It is the delivery – and usually one of the following six habits, all of which are well meant and therefore stubbornly persistent.
The reflex is understandable: only once everyone knows the rules can the game run cleanly. In practice the opposite happens. Children of Kindergarten age hold on to an abstract description of rules for two or three sentences at most. After that, exactly what the explanation was meant to prevent begins: interruptions, fidgeting, the first scuffles. And because attention has been used up, you end up having to explain again after the start anyway.
The reverse order works better. Say the essentials in three sentences, show it rather than describe it, and start. Everything else follows during the game, when the situation calls for it. “You run to the wall and back” is enough for the first round. That you have to touch the wall you clarify with the first child who forgets – and then everyone understands, because they can see it.
A second point concerns where you stand while explaining. Standing in front of a seated group and talking produces a lesson. Standing in the circle and doing the first movement yourself produces a game. With four-year-olds the difference is enormous.
Waiting time is the biggest invisible cost in movement games. Nobody notices it, because the class looks busy – some are running, the rest are watching, it all seems orderly. Do the arithmetic and the picture shifts.
Worked Example
Twenty children, twelve minutes of relay racing. Two lines of ten children, each child runs three times, one leg takes about twelve seconds. That comes to 36 seconds of movement per child – in an activity that has cost twelve minutes of teaching time.
The same twelve minutes as a chasing game with two catchers produces around ten minutes of movement per child. That is a factor of sixteen, for identical effort and identical equipment.
Relays have their place – they train cheering others on, waiting your turn and belonging to a team. They are simply not movement time, and they should not be counted as such.
The simplest countermeasure is: more lines, shorter distances. Four groups of five halve the waiting time compared with two groups of ten, without anything else changing at all. The second measure is simpler still: give the children who are waiting a movement task. Whoever is in the line hops on the spot; whoever has just cheered does five star jumps. Waiting time becomes incidental movement.
This mistake is the best known and is nonetheless made most often, because practically all the classic games are built that way. What matters is less the principle than the question of what happens to the child who is out. A child sitting at the edge after forty seconds and watching the others for ten minutes learns something in those ten minutes – just not what you intended to convey.
Almost every knock-out game can be repaired with one of three patterns. First, rescue: whoever goes out stays in the game and can be freed by others – that is how Stuck in the Mud works. Second, a change of role: whoever goes out becomes the catcher, the referee or the person in charge of the music. Third, reducing the equipment instead of the children: in musical chairs the chairs disappear, not the children.
All three patterns incidentally preserve the social core of the game. A child who can be freed experiences helpfulness. A child who becomes the catcher experiences a change of role. A child sitting at the edge experiences only that they were the first.
The pressure to keep producing something new rarely comes from the children. It comes from the worry of otherwise offering too little. For motor development it is counterproductive, because learning to move works through repetition. On average a child needs four to six goes before it has seen through the structure of a game far enough to concentrate on the movement rather than the rule. Change the game after two goes and you keep every child permanently in the phase in which they move least.
There is also an effect that only shows after a few weeks: a game a class really knows, it can start by itself. Familiar games migrate into break times, into the free afternoon, onto the playground – and produce movement time there that nobody has to lead any more. New games never do that.
What proves itself in practice is a narrow but securely held repertoire: five to eight games per term, plus variations. Vary rather than replace is the rule. The same chasing game with connected playing areas, with two catchers, backwards, in slow motion – that is four new games for the children and not a single one for you.
Almost every movement game has a point at which it tips. Before it, it is a good game; after it, it is a source of conflict – and because the shift is gradual, it is regularly missed. The annoyance produced by the last three minutes then writes over the impression of the preceding twelve.
Practical Tip
Three signals that you should stop a round early. First, arguments about the rules multiply: children who were playing along begin to negotiate. Second, the pace drops without the children looking tired. Third, the first one or two children drop out, usually inconspicuously, towards the edge.
If one of these appears, the current round is the last. End it with a clear full stop – “once more, then it's Znüni” – rather than letting the game peter out. A game that ends at a good moment will be asked for next time. A game that ends in an argument will not.
“Whoever is quiet now may go outside later” and “If you carry on like this, there'll be no gym” come readily to hand in daily life because they work in the short term. But they do two things. First, they take movement away from precisely the children who need it most – sitting still is almost always hard for the same children. Second, they convey a classification that lasts a long time: movement is an extra, not a basic need.
The same logic applies to movement as a punishment – running laps, press-ups, “ten times round the yard”. If you want to link things, link them the other way: movement as a self-evident part of the day that happens regardless of how the morning has gone. On difficult days above all.
Common Mistake
Outdoor time as leverage. It is the most widespread version of this mistake and at the same time the most consequential, because it affects the largest block of movement in the day.
If on a given day there really is no alternative, do not withdraw the movement but move it. “We'll go out later and for a shorter time” preserves the principle. “We're not going out at all today” abandons it – and reliably produces in the afternoon exactly the behaviour that prompted it in the morning.
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Works | Does not work, or backfires |
|---|---|
Explaining the rule during play and adding as you go | A full explanation before the start |
Keeping all children moving at the same time | Relays with long queues |
Removing chairs, keeping children | Going out when you make a mistake |
Repeating one game until it is secure | Offering a new game every day |
Stopping while it is still fun | Playing until the class tips over |
Offering two levels of difficulty side by side | One level for everyone, usually the middle one |
Bringing quiet children in through a role | Calling on quiet children publicly |
Joining in as the adult | Directing from the sidelines |
Movement happens regardless of behaviour | Outdoor time or gym used as leverage |
Varying a familiar game | Introducing five new games a week |
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The point about joining in deserves a remark of its own, because it is the easiest on the whole list to act on. Adults who join in change participation noticeably – above all among reticent children. The reason is less the role modelling than the distribution of attention: whoever is playing is not watching. And a child who is not being watched dares more.
There is a second, less obvious effect. An adult who runs, stumbles, gets out of breath and laughs about it delivers a lesson in how to treat mistakes along the way – the same one you want to convey at the painting table or while doing up shoes. Children draw their conclusions about how bad clumsiness is not from what we say, but from how we handle our own.
If you want to take one single thing from this chapter, let it be this: almost all six mistakes cost you nothing to fix. Explaining more briefly is no more work than explaining at length. Setting up four lines takes as long as setting up two. Repeating a game is easier than looking for a new one every day. The return is nonetheless considerable – usually a multiple of the actual movement time per child.
You can recognise a movement-friendly setting by freely accessible movement materials, daily outdoor time in all weathers, short periods of sitting, things to climb and balance on, and by movement being anchored in the concept rather than merely in the weekly plan.
The Swiss Orientation Framework for Early Childhood Education and Care names movement explicitly as an area of learning, and Lehrplan 21 lists “Movement and Sport” as a subject area of its own from the beginning of the first cycle. In practice, settings differ considerably in how seriously they take that. A visit on site tells you more than any brochure, provided you know what to look at.
Checklist for Your Visit
Questions for a Kindergarten
Questions for a nursery
On the question about the less confident child it pays to persist. If a team can name a concrete example off the cuff, there is a considered attitude behind it. If all you get is “we move a lot”, usually there is not.
It is also revealing whether movement is documented as an area in its own right. A setting that systematically observes every child's motor development can support them purposefully – and notices hesitancy before it turns into avoidance. At Little Star Day School, for instance, music and movement, gymnastics, swimming, yoga and regular forest days are a fixed part of the weekly rhythm in both the nursery and the all-day Kindergarten, and the observations feed into every child's personal development portfolio. Instruments like this are not an end in themselves: they make visible where a child currently stands – and it is precisely that visibility which decides whether they are offered the next step or go unnoticed in the class.
Practical Tip
A look at the floor tells you more than the conversation does. When you visit, look at the floor space in the middle of the room. If it is clear, it is being played on. If it is filled with tables, movement happens somewhere else – or not at all.
Second thing to look at: are coats and wellies within reach at child height? That is the single best indicator of how often a class or group actually goes outside.
At home the same principles apply as in Kindergarten, only on a smaller scale: short units, little equipment, a clear link to existing routines. Five minutes before supper works more reliably than the outing planned for Sunday.
Parents often ask for indoor ideas, and the most honest answer is: you need fewer ideas than opportunities. The three most effective measures in family life cost nothing.
First: cover journeys on foot, even when it takes longer. The walk to Kindergarten is the most reliable movement time of the day because it happens anyway – and it is at the same time a training ground for independence. Second: a corner of the living space where movement is allowed – a mattress, a pile of cushions, a rope on the floor. Third: pair everyday tasks with movement. Taking the laundry to the basket while hopping takes exactly as long and feels quite different.
Situation at home | Play idea | Length |
|---|---|---|
Before supper | Animal parade through the flat | 5 min. |
A rainy day | Cushion course: the floor is lava | 15 min. |
Waiting (doctor, station) | Mirror image or Simon Says | 3 min. |
Tidying up | A race against one song | 4 min. |
After screen time | Keeping a balloon in the air | 10 min. |
Bedtime routine | Yoga animals and feather breathing | 5 min. |
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The most reliable are games with simple rules and high participation: musical statues with a task, Grandmother's Footsteps, Stuck in the Mud, newspaper islands and movement stories. They need hardly any equipment and keep all the children moving at the same time.
Indoors, games without running routes work well: crawling courses, “the floor is lava”, balloon volleyball, movement dice and mirror image. Replace speed with changes of height – hopping and standing up produce the same intensity in a small space.
Five to fifteen minutes is ideal for Kindergarten children. What matters is stopping while the enjoyment is still there. A game that runs two minutes too long regularly ends in argument rather than satisfaction.
At least three hours a day, around one hour of that at moderate to vigorous intensity. That time should be spread across the whole day. Avoiding long uninterrupted periods of sitting matters just as much.
In compulsory Kindergarten, movement and sport must be integrated into daily teaching under the Sports Promotion Ordinance. The fixed requirement of three sport lessons a week only applies from primary level.
Grandmother's Footsteps, Simon Says, Stuck in the Mud, shadow tag, animal parade, colour dash and number groups need no equipment at all. They are particularly suited to spontaneous situations out and about or in the woods.
First games with a single condition work from about the age of three. Several simultaneous rules overwhelm many children in their first Kindergarten year. When in doubt, reduce the number of commands, not the pace.
Asking them to rarely helps. A role with movement in it but no judgement attached works better: signal-giver, keeper of the equipment, referee. From a secure position children often join the game of their own accord.
Yes, because they remove first the children who would need the most practice. Almost all of them can be repaired: in musical chairs, remove chairs rather than children, until everyone shares the last few seats.
Concepts are anchored through action: a child who crawls “under the table” while hearing the words stores the preposition twice over. Movement stories, instruction chains and movement songs are therefore among the most effective language-development formats.
Quiet movement games such as feather breathing, yoga animals, the hedgehog roll and the statue museum bring arousal down step by step. The transition is what matters: switching abruptly from boisterous play to calm usually creates additional conflict.
No. Newspapers, blankets, ropes, clothes pegs and cardboard boxes cover the greater part of all play ideas. Open-ended materials occupy children longer than ready-made gym apparatus, because they invent the function themselves.
Go outside anyway if you can – with the right clothing, rain is no obstacle. If that is not possible, plan three short movement windows of five to eight minutes each indoors, attached to existing fixed points in the day.
Most of them do, but not unchanged. Kindergarten classes are larger and mixed across two year groups, nursery groups smaller and younger. Adjust the number of rules and the group size, not the play idea itself.
Movement games in Kindergarten are not an item on the programme to be ticked off. They are the form in which children of this age are most likely to learn – about language, about rules, about other people and about themselves. It is no accident that at this stage the Sports Promotion Ordinance requires not lessons but daily integration.
What you may let go of is the idea that this calls for equipment, training or a free hour in the timetable. The most effective changes are small: leave out a rule so that the youngest child can join in. Put five minutes of movement where there used to be waiting. Rebuild a knock-out game so that nobody sits at the edge. Join in rather than watch.
And if your child spends part of the week outside the family – in the nursery, at playgroup or in Kindergarten – that part is worth looking at just as closely. Ask how much time is spent outdoors, whether children are allowed to climb, and what happens when a child does not want to join in. A setting that understands movement not as a counterbalance but as learning takes a good deal of work off your hands – and a great deal of sitting off your child.
Movement at Little Star
With us, music and movement, gymnastics, swimming, yoga and regular forest days are a fixed part of the weekly rhythm – not as an add-on but as part of our Early Years Curriculum EYC®. Our all-day Kindergarten follows both the Swiss Lehrplan 21 and the International Primary Curriculum.
At our four sites in Wollishofen, Sihlcity, Kilchberg and Zug, small groups with consistent key persons accompany children from six months to six years – bilingually, with a personal development portfolio and plenty of room to manage things themselves.
Our Kindergarten · Our educational approach · Arrange a visit
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