Kindergarten Brain Breaks a Teacher Can Read Out Loud

One press, one short game for 4 to 7 year olds, plain enough to read aloud as they stand.

Show all 40
  1. Left or right1 minute. Hold both hands up with your palms facing away from you and your thumbs out. The hand that makes a capital L is your left. Now follow the calls: left hand up, right foot stomp, left knee tap, right hand wave. First graders can take two calls at once.

All 40 brain breaks

Animal moves 8

  • Animal walks: bear, crab, penguin 2 minutes. Walk one lap of the carpet as each animal. A bear walks on hands and feet with its bottom in the air. A crab sits, lifts its hips and walks sideways. A penguin keeps its arms stiff and its feet close together. A child chooses the fourth animal.
  • Elephant swings 1 minute. Clasp your hands and let your arms hang down in front of you as a trunk. Swing the trunk slowly from side to side 8 times, with big heavy steps on your spot. Lift it high to spray water, then swing 8 more times.
  • Frog hops to 10 1 minute. Crouch down low with your hands on the floor between your feet. Hop like a frog on your spot and count every hop together, up to 10. Rest while the teacher counts to 5. Then hop again and count back down from 10 to 1.
  • Guess my animal 3 minutes. One child moves like an animal without making a sound. The class watches for a count of 5, then hands go up to guess. Whoever guesses it may go next or choose a friend. Whisper an idea to anyone who is stuck: a snake, a duck, a monkey.
  • Inchworm walk 1 minute. Stand tall, then bend down and put your hands on the floor. Walk your hands forward until your body is long and flat. Now walk your feet up to meet your hands. Do 4 inchworms across the carpet.
  • Mouse, bunny, kangaroo 1 minute. There are three sizes of jump. A mouse jump is tiny and silent. A bunny jump is medium. A kangaroo jump is as high as you can go. The teacher calls the animals in any order, 10 calls in all, and ends on mouse so that the room lands quietly.
  • Pony gallop 1 minute. Hold the reins and gallop on your spot with one foot always in front. When the teacher says fence, jump with both feet. When the teacher says whoa, stop and stand still. Halfway through, put the other foot in front.
  • Sleepy cat, scaredy cat 1 minute. Go down on your hands and knees. For the sleepy cat, let your tummy sink and look up. For the scaredy cat, push your back up high and look at your knees. Change slowly each time the teacher names a cat, 6 times in all.

Listen and do 10

  • Do what I say, not what I do 2 minutes. The teacher says one thing and does another, such as saying touch your head while touching knees. Children follow the words, not the hands. Start slowly, using only head, shoulders, tummy and toes. Near the end, let a confident child be the leader.
  • Follow my hand 30 seconds. The teacher's hand is the remote control. A high hand means stand tall on tiptoes. A low hand means crouch. A hand sliding sideways means lean that way. Move it slowly, then quickly, and finish with a slow slide down to sitting.
  • Left or right 1 minute. Hold both hands up with your palms facing away from you and your thumbs out. The hand that makes a capital L is your left. Now follow the calls: left hand up, right foot stomp, left knee tap, right hand wave. First graders can take two calls at once.
  • One clap, two claps 1 minute. One clap means stand up. Two claps mean sit down. Three claps mean turn around once. The teacher claps without saying a word, and the class listens and counts. Leave long gaps, so that everyone has to wait for the sound.
  • Red light, green light on the spot 1 minute. Green light means run on your spot. Red light means freeze. Yellow light means walk in slow motion. Call the colors in any order, and hold some of the red lights for a slow count of 5.
  • Shape hunt 2 minutes. The teacher names a shape: circle, square, triangle or rectangle. Children walk to something in the room that has that shape, touch it and freeze. Ask 2 children what they found before you call the next shape. The clock is a circle, and the door is a rectangle.
  • Simon says, nobody out 2 minutes. Give commands such as Simon says touch your nose and Simon says hop. Children move only when the command starts with Simon says. In kindergarten nobody sits out: a child who gets caught does one silly wiggle and carries on playing.
  • Sky and toes 30 seconds. When the teacher says sky, stretch up on your tiptoes with your fingers wide. When the teacher says toes, fold down and touch them. Go slowly 3 times, then fast 3 times. Finish on sky and let your arms float down.
  • Sticky feet 1 minute. Your feet are stuck to the floor with glue. Without moving them, reach up high, reach out to each side, twist to look behind you and bend to touch the floor. When the teacher calls unstuck, everybody jumps 3 times.
  • Whisper commands 1 minute. The teacher gives every command in a whisper: hands on your head, pat your knees, wave at a friend. Children have to stay quiet to catch the next one. Make the last whisper the next job, such as walk to your table.

Letters and numbers 8

  • Alphabet pop-up 2 minutes. Say the alphabet together, slowly. When the class reaches the first letter of your name, pop up, wave and sit back down. The second time through, pop up for the last letter of your name.
  • Body letters 2 minutes. The teacher calls a letter, and children make it with their whole body. T has arms straight out. X has arms and legs wide. C curves over to one side. Try I, L, O and Y as well. First graders can build A, H and M with a partner.
  • Clap your name 2 minutes. Say your name and clap once for each beat. Sam is 1 clap, Em-ma is 2 and Ol-i-ver is 3. Go around the circle, and the class claps each name back. Then everyone with 2 claps stands up, then 3 claps, then 1.
  • Count off to 5 2 minutes. Sit in a circle and count around it: 1, 2, 3, 4, 5, then start again at 1. Everyone remembers their own number. The teacher calls a number and a job: all the 3s stand and turn around, all the 5s touch the door and come back.
  • One more jump 1 minute. The teacher says a number from 1 to 9. Children jump that many times and then once more, counting aloud, so for 4 they jump 5 times. After 5 turns, change the rule to one fewer.
  • Rhyme jump 1 minute. The teacher says two words. If they rhyme, jump. If they do not, stand as still as a post. Try cat and hat, dog and log, sun and bed, cake and lake, fish and tree, bee and knee.
  • Sound moves 2 minutes. The teacher says a letter sound, and children do a move that starts with it: j for jump, h for hop, m for march, w for wiggle, s for stomp, t for tiptoe. After those 6, ask the class to think of a move for b and a move for r.
  • Ten and ten 1 minute. Count to 20 together with a move for every number. The numbers 1 to 10 are jumps. The numbers 11 to 20 are claps, because the teen numbers are the tricky ones to say. A child picks two new moves for the second round.

Pretend play 7

  • Be a balloon 1 minute. Crouch down small, a balloon with no air in it. The teacher pumps 5 times, and with each pump you grow a little, until you are wide and tall on your tiptoes. When the teacher lets go, whizz around on your spot and flop down flat.
  • Caterpillar to butterfly 2 minutes. Wiggle on your spot like a caterpillar looking for leaves. When the teacher says chrysalis, wrap your arms around yourself and stand still for a slow count of 10. Then push your wings out, flutter once around the carpet as a butterfly and land back on your spot.
  • Firework jumps 30 seconds. Crouch down and make a quiet fizzing sound. On the teacher's count of 3, shoot up with a jump, arms wide and fingers spread, then float back down. Do 5 fireworks. Make the last one silent, all the way down to sitting.
  • Make a pizza 2 minutes. Everyone makes a pretend pizza in the air. Knead the dough with both fists, roll it flat with long arms, then toss it up and catch it. Spread the sauce in big circles and sprinkle the cheese with wiggling fingers. Slide it into the oven, count to 10 and take a bite.
  • Popcorn 1 minute. Everyone is a popcorn kernel, crouched small in the pan. The pan warms up, so wiggle. The pan gets hot, so start popping, one jump at a time, on your own spot. When the teacher says the bowl is full, every kernel sits down.
  • Robot parts 1 minute. You are a robot, and only one part of you works at a time. The teacher switches parts on: only your arms, only your head, only your knees, only your fingers. Move that part in a stiff robot way and keep the rest still. At power off, every robot droops.
  • Sticky mud, hot sand 1 minute. Walk on your spot while the floor keeps changing. In sticky mud, lift your feet slowly and high. On hot sand, step fast and light. On ice, slide your feet. In deep snow, take giant steps. Call 8 floors in all.

Sitting on the carpet 6

  • Four taps 1 minute. Sitting cross-legged, tap your knees 4 times, your shoulders 4 times and your head 4 times, then reach up and clap 4 times. Come back down the same way. Do it 3 times, a little faster each time, counting every tap aloud.
  • I spy on the carpet 3 minutes. The teacher starts: I spy with my little eye something that is red. Children point at what they think it is without calling out, and the teacher picks one pointer to say it. Whoever gets it right spies next. With first graders, give the first sound in place of the color.
  • Pass the invisible ball 2 minutes. Sit in a circle. The teacher holds a pretend ball and says how it feels: heavy, tiny, hot or sticky. Pass it around the circle so that everyone handles it that way. When it comes back to the teacher, the ball changes.
  • Row with a partner 1 minute. Sit on the carpet facing a partner, with your feet touching theirs, and hold hands. One of you leans back gently while the other leans forward, then swap, like rowing a boat. Row slowly for 10 pulls, then a little faster for 10 more.
  • Ten fingers wake up 30 seconds. Hold up two fists: all 10 fingers are asleep. Wake them one at a time as the class counts to 10, thumbs first. Wiggle all 10. Then put them back to sleep one by one, counting back down to zero.
  • What is missing? 3 minutes. Put 5 things from around the room in the middle of the carpet: a crayon, a block, a glue stick, a book, a cup. The class looks for a count of 10, then covers their eyes. Take one thing away. Eyes open: what is missing? First graders can play with 7 things.

Waiting in line 1

  • Tiptoe lifts 30 seconds. Stand in line with your hands by your sides. Rise up onto your tiptoes and come down again without a sound, 10 times. Hold the last one up high while everyone counts to 5 in a whisper.

How it works

These kindergarten brain breaks are 40 short games of 30 seconds to 3 minutes for children aged 4 to 7. Press Pick another brain break and read the few plain sentences aloud. No video to queue, no song to find.

Read the full guide

For the carpet, or the line outside the gym

The menu that reads All brain breaks sorts the 40 by kind, from Animal moves to Sitting on the carpet. Waiting in line marks 9 that work standing in one place, for the minutes outside the gym door.

Let the tone end it, not your voice

The timer button over the game is already set to its length: 30 seconds, 1, 2 or 3 minutes. Press it, and teach the class that 0:00 means stop and look at the teacher.

  • Guess my animal needs a first mover. The random name picker draws one from your class list.

Questions and answers

What are the best brain breaks for kindergarten?

The ones with a single instruction, a clear ending and nobody sitting out. Start with Popcorn, Mouse, bunny, kangaroo and Sky and toes. In Simon says, nobody out, a child who is caught wiggles once and keeps playing.

Do these work as 1st grade brain breaks?

Several lines end with a harder version for first graders. Left or right takes two calls at once, Body letters builds A, H and M with a partner, What is missing? uses 7 things. One more jump and Rhyme jump suit first grade as written.

How long should a brain break last in kindergarten?

Keep it short. 25 of the 40 here last 1 minute or less, and none runs past 3. Plan the landing too: Mouse, bunny, kangaroo ends on a silent jump, Firework jumps ends sitting down, and Whisper commands ends with the next job.