Kindergartners love demonstrating their knowledge of the alphabet and testing their memories. Carefully print the word "GRANDMA" on the board for all the children to see, and seat yourself in a circle with the children. Begin the game by announcing, "I'm going to Grandma's house, and I'm bringing grapes." The child next to you repeats what you said and adds a second item beginning with the letter "R." As play continues around the circle, every child repeats the list of items and adds an item that begins with the next letter in the word "GRANDMA." Children should consult the board to remind themselves what the next letter is. When children work their way through all the letters in "GRANDMA," continue around the circle until every child has a chance to repeat aloud the entire list of items.
Children will need to exercise their listening skills for this game but will enjoy the drama and physicality involved. Children stand in a large circle with plenty of space to move their arms. Ask the children to beginning flapping their arms wildly and moving around the circle as if they are flying. As they are flapping, periodically call out, "bees fly," "geese fly" or "pigs fly." The children should continue moving and flapping if your statement is true. If the animal you name does not fly, children should immediately stop moving and flapping.
Kindergartners will enjoy the silliness and confusion that results from this variation of tag. The children gather together on an open playing field. Call three children to the front, and secretly assign one child to be "It," a second child to be a regular player and the third child to be the "Doctor." When the child who is "It" tags and freezes another child, the "Doctor" can unfreeze him. Blow a whistle to indicate the beginning of the game. As the children run around, the status of the three special players will remain unclear to the group for some time, adding to the excitement.
The children stand in a circle and grasp hands. Choose one child to stand as Punchinello in the middle of the circle. Moving to the right, the children in the circle begin chanting, "What can you do, Punchinello, Punchinello? What can you do, Punchinello, funny fellow?" When children in the circle complete the rhyme, the child in the middle performs an action such as hopping, skipping or crawling. The children in the circle imitate his action while singing, "We can do it, too, Punchinello, Punchinello. We can do it, too, Punchinello, funny fellow."
The circle begins rotating again as the children sing, "Whom do you choose, Punchinello, Punchinello? Whom do you choose, Punchinello, funny fellow?" As the children sing, Punchinello spins around while pointing out at the circle. When the rhyme ends, the child Punchinello is pointing to becomes the new Punchinello, and the game repeats.