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Exercises/Reflection and Learning/Jockeys
Team Reflection ยท Reflection and Learning

Jockeys

Pairs form two concentric circles as horses and jockeys, responding to movement commands and sprinting around the perimeter when racing is called. The last pair to reset in position each round steps aside until one pair remains.

10 minutesTIME
6 to 24 peopleGROUP SIZE
In personSETTING
2 materialsMATERIALS
Planning pillar: Learning Transfer UWT groups this reflection and learning activity under Learning Transfer in its Gathering Effectiveness planning framework.

Choose this exercise

Purpose: Re-energize a group through rapid partner coordination, verbal cue response, and brief running sprints.

Use it when: Use in large indoor or outdoor spaces during active workshops or physical education sessions when energy has dipped.

Skip it when: Skip when space is confined, flooring is slippery, participants wear restrictive clothing, or running creates injury risks.

Group arrangement: Pairs arranged in two concentric circles facing inward.

Timing: UWT suggested duration based on typical running game timing.

Materials and tools

Before participants arrive

  1. Clear a wide, open area free of trip hazards, furniture, and slick floor patches.
  2. If outdoors or in a large gym, set 4 cones to outline a safe circular running track.

Say this to open

We are going to play Jockeys, a fast running and reaction game. Find a partner. One of you stands in front as the Horse, and one stands directly behind as the Jockey. Both face the center. Listen closely to the commands, stay safe, and watch your footing.

How to run it

  1. Form pairs and explain commands 3 minutes

    Form pairs in two concentric circles facing center. The inside person is Horse; outside is Jockey. If numbers are odd, appoint an assistant caller. Explain the commands: 'Jockeys Up' (hands on horse's shoulders or hop on back if consensual), 'Jockeys Down' (stand behind horse), 'Switch' (swap roles), and 'Racing' (jockeys sprint clockwise around the circle until they reach their horse).

  2. Run practice rounds 2 minutes

    Call 'Jockeys Up', 'Jockeys Down', and 'Switch' in random order. Call 'Racing' at half speed so everyone tests the clockwise running lane without bumping into others. Confirm that all pairs understand the movements and spacing.

  3. Conduct elimination rounds 4 minutes

    Increase the calling tempo. Call 'Racing' unexpectedly. If 'Jockeys Up' is called just before, jockeys must dismount before running. The last jockey to reset behind their horse eliminates that pair. Eliminated pairs step back and help spot finish lines. Repeat until one pair remains.

  4. Reconvene and brief reflection 1 minutes

    Gather the full group to catch their breath. Ask one or two participants to share what helped them react quickly to shifting commands.

Debrief questions

Finished output: Completion of an active elimination game ending with a winning pair.

Remote

This high-speed running game cannot run online without fundamentally changing the mechanic. An online reaction alternative is 'Command Reaction': players stand on camera. The host calls 'Up' (reach high), 'Down' (touch floor), 'Switch' (cross arms and turn around), and 'Sprint' (jog in place). The last player to respond or anyone who errs turns off camera until the round finishes.

Hybrid

Hybrid delivery is not recommended because the defining mechanic relies on shared physical perimeter running and in-person partner contact. Run the in-person game on-site while remote participants play the 'Command Reaction' alternative in their own breakout space.

Access and participation choices

If the session gets stuck

Participants bump into each other while sprinting around the outside.
Enforce a strict clockwise running direction and widen the outer circle perimeter.
A horse feels uncomfortable carrying their partner's weight.
Remind everyone before starting that 'Jockeys Up' can be performed simply by tapping shoulders or raising hands, without piggybacking.

Terms used here

Live facilitator

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Reference revision: 3faf1c68dabf52ec1aeb80cb6ccb5e48c53f6dbef2cb164cb6eeb22b179b03f4

# Jockeys

Pairs form two concentric circles as horses and jockeys, responding to movement commands and sprinting around the perimeter when racing is called. The last pair to reset in position each round steps aside until one pair remains.

**Time:** 10 minutes. UWT suggested duration based on typical running game timing.
**People:** 6 to 24. Pairs arranged in two concentric circles facing inward.

## Choose this exercise

**Purpose:** Re-energize a group through rapid partner coordination, verbal cue response, and brief running sprints.
**Use it when:** Use in large indoor or outdoor spaces during active workshops or physical education sessions when energy has dipped.
**Skip it when:** Skip when space is confined, flooring is slippery, participants wear restrictive clothing, or running creates injury risks.

## Materials and tools

- No special equipment required.
- Optional: 4 boundary cones to mark the running perimeter in a large space.

## Before participants arrive

1. Clear a wide, open area free of trip hazards, furniture, and slick floor patches.
2. If outdoors or in a large gym, set 4 cones to outline a safe circular running track.

## Say this to open

We are going to play Jockeys, a fast running and reaction game. Find a partner. One of you stands in front as the Horse, and one stands directly behind as the Jockey. Both face the center. Listen closely to the commands, stay safe, and watch your footing.

## How to run it

### 1. Form pairs and explain commands (3 minutes)

Form pairs in two concentric circles facing center. The inside person is Horse; outside is Jockey. If numbers are odd, appoint an assistant caller. Explain the commands: 'Jockeys Up' (hands on horse's shoulders or hop on back if consensual), 'Jockeys Down' (stand behind horse), 'Switch' (swap roles), and 'Racing' (jockeys sprint clockwise around the circle until they reach their horse).

### 2. Run practice rounds (2 minutes)

Call 'Jockeys Up', 'Jockeys Down', and 'Switch' in random order. Call 'Racing' at half speed so everyone tests the clockwise running lane without bumping into others. Confirm that all pairs understand the movements and spacing.

### 3. Conduct elimination rounds (4 minutes)

Increase the calling tempo. Call 'Racing' unexpectedly. If 'Jockeys Up' is called just before, jockeys must dismount before running. The last jockey to reset behind their horse eliminates that pair. Eliminated pairs step back and help spot finish lines. Repeat until one pair remains.

### 4. Reconvene and brief reflection (1 minutes)

Gather the full group to catch their breath. Ask one or two participants to share what helped them react quickly to shifting commands.


## Debrief questions

- What helped you react quickly when the commands changed unexpectedly?
- How did you and your partner coordinate when the switch command was called?

**Finished output:** Completion of an active elimination game ending with a winning pair.

## Remote

This high-speed running game cannot run online without fundamentally changing the mechanic. An online reaction alternative is 'Command Reaction': players stand on camera. The host calls 'Up' (reach high), 'Down' (touch floor), 'Switch' (cross arms and turn around), and 'Sprint' (jog in place). The last player to respond or anyone who errs turns off camera until the round finishes.

## Hybrid

Hybrid delivery is not recommended because the defining mechanic relies on shared physical perimeter running and in-person partner contact. Run the in-person game on-site while remote participants play the 'Command Reaction' alternative in their own breakout space.

## Access and participation choices

- Non-contact option: Jockeys place hands flat on the horse's upper back or simply raise both hands above the horse's shoulders without physical contact.
- Mobility choice: Participants who prefer not to run can serve as race officials, callers, or line judges without needing to explain personal physical conditions.

## If the session gets stuck

**Participants bump into each other while sprinting around the outside.**

Enforce a strict clockwise running direction and widen the outer circle perimeter.

**A horse feels uncomfortable carrying their partner's weight.**

Remind everyone before starting that 'Jockeys Up' can be performed simply by tapping shoulders or raising hands, without piggybacking.


## Terms used here

- Concentric circles: Two nested circles sharing the same center point, where one person stands directly behind their partner.

## Sources and adaptation

Observed in Playmeo library, attributed to Mark Collard.

Retained core rules, commands (Jockeys Up, Jockeys Down, Switch, Racing), and elimination mechanic from Playmeo record. Added explicit non-contact safety modifications, clockwise directional instruction to prevent collisions, odd-number handling, and a structured remote alternative.

[Playmeo](https://www.playmeo.com/activities/running-tag-pe-games/jockeys)

[Playmeo](https://www.playmeo.com/activities/running-tag-pe-games/jockeys/)

Current run sheet: https://unitedwetransform.com/exercises/fun-energetic-elimination-game-for-active-groups-jockeys/

Sources and adaptation

Observed in Playmeo library, attributed to Mark Collard.

Retained core rules, commands (Jockeys Up, Jockeys Down, Switch, Racing), and elimination mechanic from Playmeo record. Added explicit non-contact safety modifications, clockwise directional instruction to prevent collisions, odd-number handling, and a structured remote alternative.

See our editorial policy for AI use, sourcing and corrections.

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