Brain Break · Energize
Movement Dice
Roll a die three times and complete the matching classroom-safe movement.
Time1–2 minutes
Group size1–100 people
FormatIndividual, Whole group
MaterialsOne die or digital dice roller, Document camera or projected dice, optional
What this accomplishes
A two-minute movement menu controlled by three quick die rolls: jumping jacks, a wall sit, desk push-ups, balance, arm circles, or class choice.
- Interrupt fading attention
- Return the room to the next task quickly
Before you begin
Materials
- One die or digital dice roller
- Document camera or projected dice, optional
Preparation
- Display the six-movement key
- Check that each movement has a safe classroom version
What to say
“We will roll three times. Do the movement or choose its seated version. Stay in your own space and stop when the next roll appears.”
How to run it
- 1
Roll 1: ten jumping jacks; 2: twenty-second wall sit; 3: five desk push-ups.
- 2
Roll 4: twenty-second one-foot balance; 5: ten arm circles; 6: teacher-approved class choice.
- 3
Complete the movement, then roll again.
- 4
Stop after exactly three rolls.
Prompts to use
Adapt it to the room
Small group
Run it exactly as written and stop when the timer ends.
Large group
Demonstrate once, start everyone together, and use one unmistakable stop signal.
Virtual
Use an on-screen die and demonstrate standing and seated versions in the same camera view.
Accessibility & inclusion
- Show a seated or upper-body version for all six choices.
- Students may choose any comfortable movement instead of the roll.
- Keep balance support and stable furniture available.
Why it works—and what can go wrong
Why it works
The next roll becomes a compact attentional target, while varied movements interrupt physical and mental stagnation.
Watch out for
- Never use exercise as punishment or compare speed, depth, balance, or repetitions.
- Do not attach a lesson, reflection, or public share-out afterward.
- Announce the length, honor it, and move directly into the next task.