


Best Warm-Up Games For Dance Lessons
Danielle Bull
May 19 2025
5 min read
Best Warm-Up Games For Dance Lessons
Danielle Bull
May 19 2025
5 min read
Best Warm-Up Games For Dance Lessons
Danielle Bull
May 19 2025
5 min read
Tired of using the same warm-up games in your dance lessons?
While it's great to have your tried-and-true favorites, introducing new ideas and games can add excitement and energy to the start of your classes.
Looking for fresh warm-up games? We’ve got you covered.
We spoke to our team of experienced dance teachers and gathered their top five warm-up games that they regularly use in class. These games are perfect for students of all ages and dance styles, and the best part? They’re easily adaptable.
Tired of using the same warm-up games in your dance lessons?
While it's great to have your tried-and-true favorites, introducing new ideas and games can add excitement and energy to the start of your classes.
Looking for fresh warm-up games? We’ve got you covered.
We spoke to our team of experienced dance teachers and gathered their top five warm-up games that they regularly use in class. These games are perfect for students of all ages and dance styles, and the best part? They’re easily adaptable.
Tired of using the same warm-up games in your dance lessons?
While it's great to have your tried-and-true favorites, introducing new ideas and games can add excitement and energy to the start of your classes.
Looking for fresh warm-up games? We’ve got you covered.
We spoke to our team of experienced dance teachers and gathered their top five warm-up games that they regularly use in class. These games are perfect for students of all ages and dance styles, and the best part? They’re easily adaptable.
Tired of using the same warm-up games in your dance lessons?
While it's great to have your tried-and-true favorites, introducing new ideas and games can add excitement and energy to the start of your classes.
Looking for fresh warm-up games? We’ve got you covered.
We spoke to our team of experienced dance teachers and gathered their top five warm-up games that they regularly use in class. These games are perfect for students of all ages and dance styles, and the best part? They’re easily adaptable.
Tired of using the same warm-up games in your dance lessons?
While it's great to have your tried-and-true favorites, introducing new ideas and games can add excitement and energy to the start of your classes.
Looking for fresh warm-up games? We’ve got you covered.
We spoke to our team of experienced dance teachers and gathered their top five warm-up games that they regularly use in class. These games are perfect for students of all ages and dance styles, and the best part? They’re easily adaptable.
What's covered in this blog post: (Click on the section be taken straight to it)
What's covered in this blog post: (Click on the section be taken straight to it)
What's covered in this blog post: (Click on the section be taken straight to it)





1) Stuck in the Dance Mud
Equipment
Set Up
Objective
Just some upbeat dance tracks—no other equipment required.
Choose 1–2 students to be the "taggers" (adjust based on your class size and desired difficulty).
The taggers try to tag all the other students.
Equipment
Set Up
Objective
Just some upbeat dance tracks—no other equipment required.
Choose 1–2 students to be the "taggers" (adjust based on your class size and desired difficulty).
The taggers try to tag all the other students.
Equipment
Set Up
Objective
Just some upbeat dance tracks—no other equipment required.
Choose 1–2 students to be the "taggers" (adjust based on your class size and desired difficulty).
The taggers try to tag all the other students.
Equipment
Set Up
Objective
Just some upbeat dance tracks—no other equipment required.
Choose 1–2 students to be the "taggers" (adjust based on your class size and desired difficulty).
The taggers try to tag all the other students.
Equipment
Set Up
Objective
Just some upbeat dance tracks—no other equipment required.
Choose 1–2 students to be the "taggers" (adjust based on your class size and desired difficulty).
The taggers try to tag all the other students.
How to play:
When a student is tagged, they must stop running and create a dance move.
They must keep repeating that dance move until another student comes to free them.
How can they be freed?
A tagged student is freed when an untagged peer mirrors their dance move.
Rules:
Students cannot repeat the same dance move each time they’re tagged.
If tagged again, they must create a new, different move.
Ways to level up the game:
Increase the number of taggers.
Add complexity to the dance moves: for example, require multi-step moves, movements that transition from low to high levels, or include specific techniques from the dance genre you’re teaching.
How to play:
When a student is tagged, they must stop running and create a dance move.
They must keep repeating that dance move until another student comes to free them.
How can they be freed?
A tagged student is freed when an untagged peer mirrors their dance move.
Rules:
Students cannot repeat the same dance move each time they’re tagged.
If tagged again, they must create a new, different move.
Ways to level up the game:
Increase the number of taggers.
Add complexity to the dance moves: for example, require multi-step moves, movements that transition from low to high levels, or include specific techniques from the dance genre you’re teaching.
How to play:
When a student is tagged, they must stop running and create a dance move.
They must keep repeating that dance move until another student comes to free them.
How can they be freed?
A tagged student is freed when an untagged peer mirrors their dance move.
Rules:
Students cannot repeat the same dance move each time they’re tagged.
If tagged again, they must create a new, different move.
Ways to level up the game:
Increase the number of taggers.
Add complexity to the dance moves: for example, require multi-step moves, movements that transition from low to high levels, or include specific techniques from the dance genre you’re teaching.
How to play:
When a student is tagged, they must stop running and create a dance move.
They must keep repeating that dance move until another student comes to free them.
How can they be freed?
A tagged student is freed when an untagged peer mirrors their dance move.
Rules:
Students cannot repeat the same dance move each time they’re tagged.
If tagged again, they must create a new, different move.
Ways to level up the game:
Increase the number of taggers.
Add complexity to the dance moves: for example, require multi-step moves, movements that transition from low to high levels, or include specific techniques from the dance genre you’re teaching.




2) Pirate's Treasure
Equipment
Set Up
Objective
Some upbeat music, and something that can represent the pirates' treasure (in this example we have used bean bags).
Put the beanbags, or treasure, at one end of your space, this is the ‘pirate ship’ highlighting another area as ‘the island’, the children’s safe zone. Choose a few of your students to be pirates (this will differ depending on how hard you want the game to be and the size of your class).
Each child must cross the “sea” to steal one piece of treasure at a time from the pirate ship and bring it back to the island. The pirates need to protect their treasure.
Equipment
Set Up
Objective
Some upbeat music, and something that can represent the pirates' treasure (in this example we have used bean bags).
Put the beanbags, or treasure, at one end of your space, this is the ‘pirate ship’ highlighting another area as ‘the island’, the children’s safe zone. Choose a few of your students to be pirates (this will differ depending on how hard you want the game to be and the size of your class).
Each child must cross the “sea” to steal one piece of treasure at a time from the pirate ship and bring it back to the island. The pirates need to protect their treasure.
Equipment
Set Up
Objective
Some upbeat music, and something that can represent the pirates' treasure (in this example we have used bean bags).
Put the beanbags, or treasure, at one end of your space, this is the ‘pirate ship’ highlighting another area as ‘the island’, the children’s safe zone. Choose a few of your students to be pirates (this will differ depending on how hard you want the game to be and the size of your class).
Each child must cross the “sea” to steal one piece of treasure at a time from the pirate ship and bring it back to the island. The pirates need to protect their treasure.
Equipment
Set Up
Objective
Some upbeat music, and something that can represent the pirates' treasure (in this example we have used bean bags).
Put the beanbags, or treasure, at one end of your space, this is the ‘pirate ship’ highlighting another area as ‘the island’, the children’s safe zone. Choose a few of your students to be pirates (this will differ depending on how hard you want the game to be and the size of your class).
Each child must cross the “sea” to steal one piece of treasure at a time from the pirate ship and bring it back to the island. The pirates need to protect their treasure.
Equipment
Set Up
Objective
Some upbeat music, and something that can represent the pirates' treasure (in this example we have used bean bags).
Put the beanbags, or treasure, at one end of your space, this is the ‘pirate ship’ highlighting another area as ‘the island’, the children’s safe zone. Choose a few of your students to be pirates (this will differ depending on how hard you want the game to be and the size of your class).
Each child must cross the “sea” to steal one piece of treasure at a time from the pirate ship and bring it back to the island. The pirates need to protect their treasure.
How to Play:
The Pirates:
Pirates defend the treasure by trying to tag the runners.
If a child is tagged, they:
Must freeze in place with arms outstretched – they are now a sinking boat.
Must give any treasure they were carrying to the pirate, who returns it to the pile.
Rescuing Sinking Boats:
Any untagged player can rescue a frozen friend by running under their outstretched arms.
Both players must then return to the island together without being tagged, otherwise, they both become sinking boats.
Pirate Rules:
Pirates must stay near the pirate ship and cannot cross onto the island.
They can’t camp in one spot, so encourage them to keep moving.
Optional Variations:
Change movement styles (e.g., tiptoe, dance walk, slide, skip) for crossing the sea.
Add music and require players to dance their way across and back.
How to Play:
The Pirates:
Pirates defend the treasure by trying to tag the runners.
If a child is tagged, they:
Must freeze in place with arms outstretched – they are now a sinking boat.
Must give any treasure they were carrying to the pirate, who returns it to the pile.
Rescuing Sinking Boats:
Any untagged player can rescue a frozen friend by running under their outstretched arms.
Both players must then return to the island together without being tagged, otherwise, they both become sinking boats.
Pirate Rules:
Pirates must stay near the pirate ship and cannot cross onto the island.
They can’t camp in one spot, so encourage them to keep moving.
Optional Variations:
Change movement styles (e.g., tiptoe, dance walk, slide, skip) for crossing the sea.
Add music and require players to dance their way across and back.
How to Play:
The Pirates:
Pirates defend the treasure by trying to tag the runners.
If a child is tagged, they:
Must freeze in place with arms outstretched – they are now a sinking boat.
Must give any treasure they were carrying to the pirate, who returns it to the pile.
Rescuing Sinking Boats:
Any untagged player can rescue a frozen friend by running under their outstretched arms.
Both players must then return to the island together without being tagged, otherwise, they both become sinking boats.
Pirate Rules:
Pirates must stay near the pirate ship and cannot cross onto the island.
They can’t camp in one spot, so encourage them to keep moving.
Optional Variations:
Change movement styles (e.g., tiptoe, dance walk, slide, skip) for crossing the sea.
Add music and require players to dance their way across and back.
How to Play:
The Pirates:
Pirates defend the treasure by trying to tag the runners.
If a child is tagged, they:
Must freeze in place with arms outstretched – they are now a sinking boat.
Must give any treasure they were carrying to the pirate, who returns it to the pile.
Rescuing Sinking Boats:
Any untagged player can rescue a frozen friend by running under their outstretched arms.
Both players must then return to the island together without being tagged, otherwise, they both become sinking boats.
Pirate Rules:
Pirates must stay near the pirate ship and cannot cross onto the island.
They can’t camp in one spot, so encourage them to keep moving.
Optional Variations:
Change movement styles (e.g., tiptoe, dance walk, slide, skip) for crossing the sea.
Add music and require players to dance their way across and back.




3) Corners
Equipment
Set Up
Objective
None
Tell your students what number each corner is (can use physical labels if you have them).
Be the last child standing.
Equipment
Set Up
Objective
None
Tell your students what number each corner is (can use physical labels if you have them).
Be the last child standing.
Equipment
Set Up
Objective
None
Tell your students what number each corner is (can use physical labels if you have them).
Be the last child standing.
Equipment
Set Up
Objective
None
Tell your students what number each corner is (can use physical labels if you have them).
Be the last child standing.
Equipment
Set Up
Objective
None
Tell your students what number each corner is (can use physical labels if you have them).
Be the last child standing.
How to Play:
The caller (this can be you, or another student) closes their eyes and counts to 10 (as fast or slow as you want, depending on the difficulty you want).
While counting, the rest of the students run to a corner of their choice.
When the countdown ends, the caller calls out a corner number (e.g., “Corner 2!”).
Any students standing in that corner are out
The remaining players return to the center and prepare for the next round.
The game continues until one player is left.
Optional Variations:
You can make the game more difficult by removing the corners
Changing the names of the corners as you go.
Students have to change corners each go, and if they don’t change corners within a time limit, they are out.
How to Play:
The caller (this can be you, or another student) closes their eyes and counts to 10 (as fast or slow as you want, depending on the difficulty you want).
While counting, the rest of the students run to a corner of their choice.
When the countdown ends, the caller calls out a corner number (e.g., “Corner 2!”).
Any students standing in that corner are out
The remaining players return to the center and prepare for the next round.
The game continues until one player is left.
Optional Variations:
You can make the game more difficult by removing the corners
Changing the names of the corners as you go.
Students have to change corners each go, and if they don’t change corners within a time limit, they are out.
How to Play:
The caller (this can be you, or another student) closes their eyes and counts to 10 (as fast or slow as you want, depending on the difficulty you want).
While counting, the rest of the students run to a corner of their choice.
When the countdown ends, the caller calls out a corner number (e.g., “Corner 2!”).
Any students standing in that corner are out
The remaining players return to the center and prepare for the next round.
The game continues until one player is left.
Optional Variations:
You can make the game more difficult by removing the corners
Changing the names of the corners as you go.
Students have to change corners each go, and if they don’t change corners within a time limit, they are out.
How to Play:
The caller (this can be you, or another student) closes their eyes and counts to 10 (as fast or slow as you want, depending on the difficulty you want).
While counting, the rest of the students run to a corner of their choice.
When the countdown ends, the caller calls out a corner number (e.g., “Corner 2!”).
Any students standing in that corner are out
The remaining players return to the center and prepare for the next round.
The game continues until one player is left.
Optional Variations:
You can make the game more difficult by removing the corners
Changing the names of the corners as you go.
Students have to change corners each go, and if they don’t change corners within a time limit, they are out.




4) Bunny Bunny
Are you looking for a low-energy silly game to break the ice and warm your students up? Then bunny bunny is a low-impact, fun game which gets your students to work on listening and rhythm - a win-win.
Are you looking for a low-energy silly game to break the ice and warm your students up? Then bunny bunny is a low-impact, fun game which gets your students to work on listening and rhythm - a win-win.
Are you looking for a low-energy silly game to break the ice and warm your students up? Then bunny bunny is a low-impact, fun game which gets your students to work on listening and rhythm - a win-win.
Are you looking for a low-energy silly game to break the ice and warm your students up? Then bunny bunny is a low-impact, fun game which gets your students to work on listening and rhythm - a win-win.
Are you looking for a low-energy silly game to break the ice and warm your students up? Then bunny bunny is a low-impact, fun game which gets your students to work on listening and rhythm - a win-win.
Equipment
Set Up
Objective
None
Just get your students to stand in a circle
To see, as a group, what level of Bunny Bunny repetition you can get to - no winner or loser.
Equipment
Set Up
Objective
None
Just get your students to stand in a circle
To see, as a group, what level of Bunny Bunny repetition you can get to - no winner or loser.
Equipment
Set Up
Objective
None
Just get your students to stand in a circle
To see, as a group, what level of Bunny Bunny repetition you can get to - no winner or loser.
Equipment
Set Up
Objective
None
Just get your students to stand in a circle
To see, as a group, what level of Bunny Bunny repetition you can get to - no winner or loser.
Equipment
Set Up
Objective
None
Just get your students to stand in a circle
To see, as a group, what level of Bunny Bunny repetition you can get to - no winner or loser.
Level 1 – Pass the Bunny
One person begins by saying “Bunny Bunny” while miming bunny ears (placing hands on top of their head like ears).
Then, they say “Bunny Bunny” again while pointing their bunny hands toward someone else in the circle.
That person now becomes the bunny:
They say “Bunny Bunny” to themselves with ears.
Then “Bunny Bunny” to someone else while passing it along.
This continues around the circle in any order.
Level 2 – Add the Rhythm
The game now must be played in a steady rhythm:
“Bunny Bunny” → “Bunny Bunny” → next person… Keep the pace up! If someone fumbles, encourage laughter and just keep going.
Level 3 – Enter: Ticky Tocky
While “Bunny Bunny” continues, the two people on either side of the bunny person now jump side to side, waving their arms and saying:
“Ticky Tocky! Ticky Tocky!” They keep doing this while the bunny is active, then stop once the bunny moves on.
Level 4 – Ooh Ah Groove
While waiting their turn, all other players (who are neither the bunny nor the ticky tocky folks) now:
Pat their knees, alternating hands, and chant:
“Ooh ah! Ooh ah!”
Everyone should now be doing something—either bunnying, ticky tockying, or ooh-ah-ing.
Sounds crazy, right? Well, by the end, your studio space will be pretty chaotic!
Level 1 – Pass the Bunny
One person begins by saying “Bunny Bunny” while miming bunny ears (placing hands on top of their head like ears).
Then, they say “Bunny Bunny” again while pointing their bunny hands toward someone else in the circle.
That person now becomes the bunny:
They say “Bunny Bunny” to themselves with ears.
Then “Bunny Bunny” to someone else while passing it along.
This continues around the circle in any order.
Level 2 – Add the Rhythm
The game now must be played in a steady rhythm:
“Bunny Bunny” → “Bunny Bunny” → next person… Keep the pace up! If someone fumbles, encourage laughter and just keep going.
Level 3 – Enter: Ticky Tocky
While “Bunny Bunny” continues, the two people on either side of the bunny person now jump side to side, waving their arms and saying:
“Ticky Tocky! Ticky Tocky!” They keep doing this while the bunny is active, then stop once the bunny moves on.
Level 4 – Ooh Ah Groove
While waiting their turn, all other players (who are neither the bunny nor the ticky tocky folks) now:
Pat their knees, alternating hands, and chant:
“Ooh ah! Ooh ah!”
Everyone should now be doing something—either bunnying, ticky tockying, or ooh-ah-ing.
Sounds crazy, right? Well, by the end, your studio space will be pretty chaotic!
Level 1 – Pass the Bunny
One person begins by saying “Bunny Bunny” while miming bunny ears (placing hands on top of their head like ears).
Then, they say “Bunny Bunny” again while pointing their bunny hands toward someone else in the circle.
That person now becomes the bunny:
They say “Bunny Bunny” to themselves with ears.
Then “Bunny Bunny” to someone else while passing it along.
This continues around the circle in any order.
Level 2 – Add the Rhythm
The game now must be played in a steady rhythm:
“Bunny Bunny” → “Bunny Bunny” → next person… Keep the pace up! If someone fumbles, encourage laughter and just keep going.
Level 3 – Enter: Ticky Tocky
While “Bunny Bunny” continues, the two people on either side of the bunny person now jump side to side, waving their arms and saying:
“Ticky Tocky! Ticky Tocky!” They keep doing this while the bunny is active, then stop once the bunny moves on.
Level 4 – Ooh Ah Groove
While waiting their turn, all other players (who are neither the bunny nor the ticky tocky folks) now:
Pat their knees, alternating hands, and chant:
“Ooh ah! Ooh ah!”
Everyone should now be doing something—either bunnying, ticky tockying, or ooh-ah-ing.
Sounds crazy, right? Well, by the end, your studio space will be pretty chaotic!
Level 1 – Pass the Bunny
One person begins by saying “Bunny Bunny” while miming bunny ears (placing hands on top of their head like ears).
Then, they say “Bunny Bunny” again while pointing their bunny hands toward someone else in the circle.
That person now becomes the bunny:
They say “Bunny Bunny” to themselves with ears.
Then “Bunny Bunny” to someone else while passing it along.
This continues around the circle in any order.
Level 2 – Add the Rhythm
The game now must be played in a steady rhythm:
“Bunny Bunny” → “Bunny Bunny” → next person… Keep the pace up! If someone fumbles, encourage laughter and just keep going.
Level 3 – Enter: Ticky Tocky
While “Bunny Bunny” continues, the two people on either side of the bunny person now jump side to side, waving their arms and saying:
“Ticky Tocky! Ticky Tocky!” They keep doing this while the bunny is active, then stop once the bunny moves on.
Level 4 – Ooh Ah Groove
While waiting their turn, all other players (who are neither the bunny nor the ticky tocky folks) now:
Pat their knees, alternating hands, and chant:
“Ooh ah! Ooh ah!”
Everyone should now be doing something—either bunnying, ticky tockying, or ooh-ah-ing.
Sounds crazy, right? Well, by the end, your studio space will be pretty chaotic!




5) Ninjas
Equipment
Set Up
Objective
None
Just get your students to stand in a circle
To be the last ninja standing
Equipment
Set Up
Objective
None
Just get your students to stand in a circle
To be the last ninja standing
Equipment
Set Up
Objective
None
Just get your students to stand in a circle
To be the last ninja standing
Equipment
Set Up
Objective
None
Just get your students to stand in a circle
To be the last ninja standing
Going around the circle (or in any chosen order), each player takes one turn at a time to make a single movement:
The person being targeted is allowed to move once to dodge, but only if they are directly attacked.
Rules for getting out:
If a player's hand is tapped, that hand is “out” and must be placed behind their back.
Each player has two lives (one per hand).
When both hands are tapped, the player is out of the game and steps back from the circle.
After your move (whether attacking or dodging), you must freeze in your new position until your next turn.
Going around the circle (or in any chosen order), each player takes one turn at a time to make a single movement:
The person being targeted is allowed to move once to dodge, but only if they are directly attacked.
Rules for getting out:
If a player's hand is tapped, that hand is “out” and must be placed behind their back.
Each player has two lives (one per hand).
When both hands are tapped, the player is out of the game and steps back from the circle.
After your move (whether attacking or dodging), you must freeze in your new position until your next turn.
Going around the circle (or in any chosen order), each player takes one turn at a time to make a single movement:
The person being targeted is allowed to move once to dodge, but only if they are directly attacked.
Rules for getting out:
If a player's hand is tapped, that hand is “out” and must be placed behind their back.
Each player has two lives (one per hand).
When both hands are tapped, the player is out of the game and steps back from the circle.
After your move (whether attacking or dodging), you must freeze in your new position until your next turn.
Going around the circle (or in any chosen order), each player takes one turn at a time to make a single movement:
The person being targeted is allowed to move once to dodge, but only if they are directly attacked.
Rules for getting out:
If a player's hand is tapped, that hand is “out” and must be placed behind their back.
Each player has two lives (one per hand).
When both hands are tapped, the player is out of the game and steps back from the circle.
After your move (whether attacking or dodging), you must freeze in your new position until your next turn.
Going around the circle (or in any chosen order), each player takes one turn at a time to make a single movement:
The person being targeted is allowed to move once to dodge, but only if they are directly attacked.
Rules for getting out:
If a player's hand is tapped, that hand is “out” and must be placed behind their back.
Each player has two lives (one per hand).
When both hands are tapped, the player is out of the game and steps back from the circle.
After your move (whether attacking or dodging), you must freeze in your new position until your next turn.
Time To Start Playing
Time To Start Playing
At Class Manager, we offer more than just outstanding class management software solutions, we also provide free resources to help your dance studio expand. In every aspect of your business, we’ve got your back.
For more tips and tricks about running your dance studio and planning your dance lessons, see our previous blog posts:
At Class Manager, we offer more than just outstanding class management software solutions, we also provide free resources to help your dance studio expand. In every aspect of your business, we’ve got your back.
For more tips and tricks about running your dance studio and planning your dance lessons, see our previous blog posts:
At Class Manager, we offer more than just outstanding class management software solutions, we also provide free resources to help your dance studio expand. In every aspect of your business, we’ve got your back.
For more tips and tricks about running your dance studio and planning your dance lessons, see our previous blog posts:
At Class Manager, we offer more than just outstanding class management software solutions, we also provide free resources to help your dance studio expand. In every aspect of your business, we’ve got your back.
For more tips and tricks about running your dance studio and planning your dance lessons, see our previous blog posts:
At Class Manager, we offer more than just outstanding class management software solutions, we also provide free resources to help your dance studio expand. In every aspect of your business, we’ve got your back.
For more tips and tricks about running your dance studio and planning your dance lessons, see our previous blog posts: