• 24 games
  • Checked October 2026

Scooter Games for PE

Tag, relays, team ball games and a kindergarten set, every one played sitting on the board.

Show all 7
  1. Follow My Route1. Follow the leader in convoys of four. Each convoy rides in a line with a gap the length of one board between riders.2. The leader chooses the route inside the cone lines: curves, a full circle, a zigzag between the other convoys. Everyone behind follows the same path and keeps the gap.3. On the whistle the leader drops to the back and the next rider leads.4. When every rider has led, stretch the gap to two boards and ride it again.Ride: seated, never standing. Ages: 7 to 11. Players: 4 to 32. You need: a scooter board each and cones.
  2. Spell It on Wheels1. A team puzzle with no race in it. Teams of six ride in their own quarter of the gym.2. The teacher calls a capital letter, such as T, L or H. Each team rides into place and parks so that its boards make that letter as seen from above, an arm's length apart.3. When a team agrees it is done, every rider puts both feet down and both hands up.4. The teacher checks each letter and calls the next. In later rounds teams may point but not speak.Ride: seated, never standing. Ages: 8 to 14. Players: 12 to 36. You need: a scooter board each.
  3. Fewer Pulls Each Trip1. A gliding challenge against your own count. Set two cone lines as far apart as the room allows, each five steps short of a wall.2. Ride from one line to the other and count every pull of the heels. A pull with both heels together counts as one.3. Ride back and try to cross in fewer pulls.4. After four crossings, tell a partner your first count and your lowest one.Ride: seated, never standing. Ages: 7 to 14. Players: 2 to 30. You need: a scooter board each and cones for two lines.

All 24 games

Elementary PE scooter games 7

  • Fewer Pulls Each Trip 1. A gliding challenge against your own count. Set two cone lines as far apart as the room allows, each five steps short of a wall. 2. Ride from one line to the other and count every pull of the heels. A pull with both heels together counts as one. 3. Ride back and try to cross in fewer pulls. 4. After four crossings, tell a partner your first count and your lowest one. Ride: seated, never standing. Ages: 7 to 14. Players: 2 to 30. You need: a scooter board each and cones for two lines.
  • Flat Tire Tag 1. Freeze tag on wheels. Everyone rides seated inside the cone lines, and three taggers wear pinnies. 2. A tagger tags with one hand on an arm or the back. A tagged rider has a flat tire: both feet go down and one hand goes up. 3. Any free rider fixes the flat by parking alongside and pumping the air three times with both arms. Nobody touches the other board. 4. Change the taggers on every whistle, so that no rider waits long with a flat. Ride: seated, never standing. Ages: 7 to 11. Players: 10 to 30. You need: a scooter board each, three pinnies and cones.
  • Follow My Route 1. Follow the leader in convoys of four. Each convoy rides in a line with a gap the length of one board between riders. 2. The leader chooses the route inside the cone lines: curves, a full circle, a zigzag between the other convoys. Everyone behind follows the same path and keeps the gap. 3. On the whistle the leader drops to the back and the next rider leads. 4. When every rider has led, stretch the gap to two boards and ride it again. Ride: seated, never standing. Ages: 7 to 11. Players: 4 to 32. You need: a scooter board each and cones.
Show all 24 games (21 more)

Elementary PE scooter games, continued

  • Paper Route on Wheels 1. A riding and tossing game for partners with one board. Lay six hoops in a row down one side of the gym, two steps in from a taped line: the porches along a road. 2. The carrier rides along the road with six bean bags in the lap. 3. Stop beside each porch with both feet down and toss one bean bag underhand into the hoop. A toss from a rolling board does not count. 4. The partner walks behind the porches, counts the papers that landed and brings them back. Swap jobs, and send pairs off a few seconds apart. Ride: seated, never standing. Ages: 7 to 11. Players: 2 to 30. You need: a scooter board and six bean bags for each pair, six hoops and tape.
  • Rush Hour Crossing 1. A crossing that the whole class wins or loses together. Mark a large square with cones and seat one team on boards along each of its four sides. 2. On the whistle, all four teams ride straight across to the opposite side at the same time. 3. The aim is no bumps. A board that touches a board, or a rider who touches a rider, is one bump, and the riders in it call it out. 4. The teacher counts the bumps. Cross again until a crossing ends with none. Ride: seated, never standing. Ages: 8 to 14. Players: 12 to 32. You need: a scooter board each and cones for a square.
  • Sharks and Minnows on Scooters 1. Sharks and Minnows with everyone seated on a board. Set two cone lines across the gym, each five steps out from an end wall. The minnows start on one line, and two sharks wait in the middle. 2. On "swim" the minnows ride to the other line. A shark tags with one hand on a minnow's arm or back, never on a board. 3. A tagged minnow is a shark for the next crossing. 4. When two minnows are left, they are the first sharks of the next game. Ride: seated, never standing. Ages: 7 to 11. Players: 10 to 30. You need: a scooter board each and cones for two lines.
  • Spell It on Wheels 1. A team puzzle with no race in it. Teams of six ride in their own quarter of the gym. 2. The teacher calls a capital letter, such as T, L or H. Each team rides into place and parks so that its boards make that letter as seen from above, an arm's length apart. 3. When a team agrees it is done, every rider puts both feet down and both hands up. 4. The teacher checks each letter and calls the next. In later rounds teams may point but not speak. Ride: seated, never standing. Ages: 8 to 14. Players: 12 to 36. You need: a scooter board each.

Scooter relays and carrying 6

  • Ball on a Cone Relay 1. A carrying relay with nothing in the lap. The rider holds a cone upside down in both hands with a tennis ball resting in its open end. 2. Ride to the far cone line and back, steering with the feet alone. 3. If the ball falls, stop with both feet down, fetch it on foot, sit down again and ride on from there. 4. Hand the cone, the ball and the board to the next rider. The team with the fewest drops wins, whoever finishes first. Ride: seated, never standing. Ages: 7 to 12. Players: 6 to 30. You need: a scooter board, a cone and a tennis ball for each team, and cones for two lines.
  • Hoop Tow 1. A towing game for partners with one board and one hoop. The rider sits on the board and holds the hoop with both hands. The partner holds the far side of the hoop and walks. 2. The walker tows the rider around a loop of four cones at a walk. A walker who runs ends the turn. 3. The rider lifts both feet and steers by leaning. On the rider's call of "brake", the walker stops and the rider's feet go down. 4. After two loops, swap jobs. Then each pair counts the loops it can finish with no cone touched. Ride: seated, never standing. Ages: 7 to 12. Players: 2 to 30. You need: a scooter board and a hoop for each pair, and four cones.
  • Jigsaw Fetch 1. A fetching relay that ends in a puzzle. For each team, tip the pieces of a floor puzzle into a hoop behind the far cone line. 2. One rider at a time rides out, puts one piece in the lap, rides home and hands the board to the next rider. 3. Teammates who are waiting build the puzzle beside the start line. 4. The team is finished when the picture is whole, so slow riders with quick builders can still be first. Ride: seated, never standing. Ages: 7 to 11. Players: 6 to 30. You need: a scooter board, a hoop and a floor puzzle of about twenty-four large pieces for each team, and cones.
  • Leapfrog Convoy 1. A traveling team relay with a ball. Each team of five sits on boards in a line facing the far cone line, a board's length apart, and the front rider holds a ball. 2. Pass the ball back overhead from rider to rider. 3. The last rider puts it in the lap, rides up the outside of the line to the front, parks and starts the next pass. Nobody else moves. 4. The line creeps forward one board at a time. The first team with its whole line past the far cones wins. Ride: seated, never standing. Ages: 8 to 14. Players: 10 to 30. You need: a scooter board each, a ball for each team and cones.
  • Rope Ferry 1. A pulling relay for teams of six. Three teammates sit on the floor behind the far cone line and hold one end of a long rope with both hands: the anchor. The rope lies straight along the floor to the start line. 2. The rider sits on the board, lifts both feet and pulls hand over hand along the rope to the far line. 3. There the rider takes an anchor's place on the rope. That anchor walks the board back down the outside of the lane and joins the riders. 4. The team is done when all six have crossed by rope. Ride: seated, never standing. Ages: 8 to 14. Players: 6 to 30. You need: a scooter board and a long rope for each team, and cones.
  • Stop in the Box Shuttle 1. A shuttle relay with a braking rule. Split each team in half behind two cone lines that face each other across the gym. Tape a box the size of a doormat on the floor in front of each line. 2. The first rider rides across and stops with the board inside the far box and both feet on the floor. 3. Only then does the rider get off and hand the board to the teammate waiting there, who rides back to the other box. 4. A board that rolls through a box is ridden around a cone three steps back and brought in again. The first team whose two halves have changed ends wins. Ride: seated, never standing. Ages: 7 to 14. Players: 6 to 30. You need: a scooter board for each team, tape and cones.

Team ball games on scooters 5

  • End Zone Scooter Ball 1. A passing game toward an end zone, played seated. Mark an end zone three steps deep at each end with cones, well short of the walls. 2. A rider holding the ball may not travel. Both feet stay planted until the ball is thrown. Everyone else rides freely. 3. A team scores when a teammate parked inside the far end zone catches a pass. A dropped pass, or a ball held for a count of five, goes to the other team. 4. Defenders stay an arm's length from the thrower and may only knock down a ball in the air. Ride: seated, never standing. Ages: 10 to 14. Players: 8 to 24. You need: a scooter board each, a foam ball and cones.
  • Five Passes on Wheels 1. Keep-away in threes, played seated. For every six players, mark a square about eight steps wide with cones: three against three. 2. A rider holding the ball keeps both feet planted. Teammates ride into open space to be passed to. 3. Five catches in a row score a point, counted aloud. A dropped pass, or a pass knocked down in the air, gives the ball to the other three. 4. Nobody takes the ball from a lap or a hand. After each point the ball changes sides, and after three points the threes move on to a new square. Ride: seated, never standing. Ages: 8 to 12. Players: 6 to 30. You need: a scooter board each, a foam ball for every six players and cones.
  • Hoop Keeper 1. A passing game in which each team's goal is a teammate. One keeper for each team sits on a board inside a taped circle at the far end and holds a hoop up in both hands. 2. A rider with the ball in the lap may take three pulls of the heels, and then has to pass or shoot. 3. A goal is a ball thrown through your own keeper's hoop. The keeper may turn and tilt the hoop to help but stays in the circle, and nobody else rides into it. 4. After a goal the scorer and the keeper swap places, and the other team starts from its own circle. Ride: seated, never standing. Ages: 9 to 14. Players: 8 to 20. You need: a scooter board each, two hoops, a foam ball and tape.
  • Scooter Hockey With Foam Noodles 1. Floor hockey played seated, with half a pool noodle as the stick and a small foam ball as the puck. Two teams of four or five play toward cone goals with no goalkeeper. 2. The noodle stays below the knee on every swing, the back swing too. A high stick gives the ball to the other team. 3. Riders steer with the feet. Boards do not bump, and a noodle touches only the ball. 4. After a goal, the other team starts from its own goal line. Ride: seated, never standing. Ages: 9 to 14. Players: 8 to 20. You need: a scooter board and half a pool noodle each, a small foam ball and four cones.
  • Scooter Soccer 1. Soccer played seated. Two teams of four to six ride boards, and each goal is a pair of cones four steps apart with no goalkeeper. 2. Play with a large, light ball, such as a beach ball. It is moved with the feet only, and a kick never swings higher than the board. 3. Boards do not bump. A bump on purpose gives the ball to the other team at that spot. 4. After a goal, the scoring team rides back to its own half before play starts again. Ride: seated, never standing. Ages: 8 to 14. Players: 8 to 24. You need: a scooter board each, a beach ball and four cones.

Kindergarten scooter games 6

  • Drive to the Garage 1. A driving and parking game. Scatter floor spots in four colors, one for every child and a few more: the garages. 2. On "drive", everyone rides around the gym without touching a board or a spot. 3. The teacher calls a color, and every driver parks beside a spot of that color with both feet down. Two cars may share a garage, side by side. 4. Later, call two colors at once, or call "any garage with nobody in it". Ride: seated, never standing. Ages: 5 to 7. Players: 6 to 30. You need: a scooter board each and floor spots in four colors.
  • Green, Yellow, Red 1. A first game about stopping. Everyone sits on a board inside the cone lines, hands on the handles. 2. The teacher holds up a color. Green means ride anywhere, and yellow means ride as slowly as a turtle. 3. Red means stop with both feet flat on the floor and both hands in the air. 4. Nobody is out. The teacher names one child who stopped fast, and that child holds up the colors for the next round. Ride: seated, never standing. Ages: 5 to 7. Players: 6 to 30. You need: a scooter board each, cones and three colored cards.
  • Scooter Car Wash 1. A turn-taking game. Half the class stands in two facing rows, two big steps apart: the car wash. The other half are cars, lined up on boards at one end. 2. One at a time, a car rides slowly down the middle. 3. The washers hold their hands high, wiggle their fingers like brushes and make the sound of spraying water. Nobody touches a car. 4. After the last car, the two halves swap jobs. Ride: seated, never standing. Ages: 5 to 7. Players: 8 to 30. You need: a scooter board for every two children.
  • Scooter Carousel 1. A riding game about going the same way. Set a big ring of cones. Everyone rides around the outside of it in one direction, with space in front of every board. 2. On "change", stop with both feet down, turn the board around on the spot and ride the other way. 3. On "spin", stop and make one slow full turn on the spot before riding on. 4. Give the calls faster as the class learns them, then let a child be the caller. Ride: seated, never standing. Ages: 5 to 7. Players: 6 to 30. You need: a scooter board each and a ring of cones.
  • Sorting Truck 1. A sorting job on wheels, with nobody racing. Scatter bean bags of four colors in the middle of the floor. Lay a hoop for each color in the four corners, a few steps out from the walls. 2. Each driver rides to the middle, puts one bean bag in the lap and drives it to the hoop of its color. 3. Stop with both feet down before picking a bean bag up and before putting it down. 4. When the middle is empty, the class counts each corner aloud together. Ride: seated, never standing. Ages: 5 to 7. Players: 6 to 30. You need: a scooter board each, bean bags in four colors and four hoops, each with a color card.
  • Stay on the Road 1. A steering game on the lines painted on the gym floor. Each child starts on a different line. 2. Ride so that the board stays over a line. At a corner, stop and choose a new road. 3. When two drivers meet on one line, both stop and wave, then pass slowly, each keeping to the right. 4. Add stop signs. A cone beside a line means stop with both feet down and count to three before riding on. Ride: seated, never standing. Ages: 5 to 7. Players: 6 to 30. You need: a scooter board each and a few cones.

How this list was compiled: Our list for a gym class with scooter boards, sorted by kind of game. The wording, the ages and the player counts are ours. Every game is played seated, crossings and relays end at cones short of a wall, and boards do not bump on purpose. Checked on 12 October 2026: Manitoba Physical Activity Safety in Schools, Scooter Boarding (https://mpass.school/activities/scooter-boarding/), for the rules against standing on a board, running and diving onto one, contact between boards and using a wall as a finish line; Wikipedia (https://en.wikipedia.org/wiki/Educational_stage), for the ages of each United States grade. Licence: own work

How it works

These scooter board games for PE keep every rider seated, from stopping games for kindergarten to soccer and hockey for middle school. Each entry says how many boards it needs.

Read the full guide

Four rules before the boards come out

Riders sit, pull themselves along with their heels and keep free hands on the handles. Nobody stands on a board or runs and dives onto one. Boards do not bump on purpose. Every crossing and relay ends at a line of cones with room to slow down, never at a wall.

With too few boards

Play Paper Route on Wheels, Scooter Car Wash or any relay but Leapfrog Convoy: they share one board between two riders or a whole team.

Questions and answers

What are good elementary PE games with scooters?

Sharks and Minnows on Scooters, Flat Tire Tag, Paper Route on Wheels and Follow My Route are written for ages 7 to 11. Rush Hour Crossing and Spell It on Wheels start at 8 and give a whole class one job to finish together.

What are scooter games for kindergarten PE?

Green, Yellow, Red teaches stopping, so play it first. Drive to the Garage, Stay on the Road, Scooter Car Wash, Sorting Truck and Scooter Carousel follow, all for ages 5 to 7 with nobody out.

What are scooter games for middle school PE?

Scooter Soccer, End Zone Scooter Ball, Scooter Hockey With Foam Noodles and Hoop Keeper are team games that run to age 14. Rope Ferry and Leapfrog Convoy are relays for the same ages.

Which scooter games for team building have no losing side?

Rush Hour Crossing and Spell It on Wheels have no opposing team: the class counts its own bumps or builds its own letters. In Rope Ferry every rider ends up in the anchor crew that holds the rope for the next one.

Is there a Sharks and Minnows PE game with scooters for 3rd grade?

Yes. Third graders are 8 or 9, inside the ages Sharks and Minnows on Scooters is written for. Everyone sits on a board, a tagged minnow turns shark, and each crossing ends at cones five steps short of the wall.