Brain Breaks
Quick resets I use when a class needs to move, refocus, or just laugh for a minute before getting back to work. Most need nothing but the room you’re already in.
Up and moving · No materials
Simon Says
Everyone stands. Students follow a command only when it starts with “Simon says.” Anyone who moves without it sits down, and the last few standing win.
Up and moving · Balloons
Balloon Bounce
Toss a balloon into the room. The class works together to keep it from touching the floor. Add a second balloon when it gets too easy.
Up and moving · A small prize
Rock, Paper, Scissors
Students pair up and play. Winners find another winner, and each loser follows the person who beat them and cheers them on. The last student standing wins a prize, and I make a big deal out of the final round.
Tip: Have players hold their choice behind their back and reveal it on the count of three. It keeps everyone honest.
Seated or standing · Soft ball, music, stickers
Hot Potato
Students pass a soft ball around the room while music plays. When the music stops, whoever is holding the ball is out. It doesn’t have to come down to one winner. When time runs out, everyone still in gets a sticker.
Calm reset · No materials
Air Writing
Students use a finger to write a word or symbol in the air while a partner guesses what it is, then they switch. Vocabulary words and element symbols work well.
Up and moving · No materials
Speed
Students form a line, and the first two come to the front. When I clap, each races to give me a high five on their side. The first to land it stays up, and the other sits down as the next student steps in. The last student standing wins.
Up and moving · No materials
Red Light, Green Light
Everyone stands. On “green light,” students march or jog in place. On “red light,” they freeze. Anyone still moving sits down.
At tables · Dice and candy · About 2 minutes
Dice Game
Each table gets two pairs of dice and a small pile of candy in the middle. Students take turns rolling. Roll doubles and you grab a piece of candy, then pass the dice. No doubles, just pass. Once the pile is gone, doubles let you take a piece from another student. When time runs out, usually after 2 minutes, students keep whatever they have.