Dance lesson ballet
Ballet Shoes on Pointe
Ballet Shoes on Pointe

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)


Teenage Dance Students
Teenage Dance Students
Teenage Dance Students
Teenage Dance Students
Teenage Dance Students

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.


Open day at a dance studio
Open day at a dance studio
Open day at a dance studio
Open day at a dance studio

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:

  1. 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.


  2. 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.

  3. 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:

  1. 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.


  2. 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.

  3. 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:

  1. 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.


  2. 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.

  3. 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:

  1. 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.


  2. 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.

  3. 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.


Open day at a dance studio
Open day at a dance studio
Open day at a dance studio
Open day at a dance studio

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:

  1. 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).

  2. While counting, the rest of the students run to a corner of their choice.

  3. When the countdown ends, the caller calls out a corner number (e.g., “Corner 2!”).

  4. Any students standing in that corner are out 

  5. The remaining players return to the center and prepare for the next round.

  6. 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:

  1. 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).

  2. While counting, the rest of the students run to a corner of their choice.

  3. When the countdown ends, the caller calls out a corner number (e.g., “Corner 2!”).

  4. Any students standing in that corner are out 

  5. The remaining players return to the center and prepare for the next round.

  6. 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:

  1. 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).

  2. While counting, the rest of the students run to a corner of their choice.

  3. When the countdown ends, the caller calls out a corner number (e.g., “Corner 2!”).

  4. Any students standing in that corner are out 

  5. The remaining players return to the center and prepare for the next round.

  6. 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:

  1. 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).

  2. While counting, the rest of the students run to a corner of their choice.

  3. When the countdown ends, the caller calls out a corner number (e.g., “Corner 2!”).

  4. Any students standing in that corner are out 

  5. The remaining players return to the center and prepare for the next round.

  6. 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. 


Open day at a dance studio
Open day at a dance studio
Open day at a dance studio
Open day at a dance studio

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! 


Open day at a dance studio
Open day at a dance studio
Open day at a dance studio
Open day at a dance studio

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:

  1. The person being targeted is allowed to move once to dodge, but only if they are directly attacked.

  2. 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.


  3. 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:

  1. The person being targeted is allowed to move once to dodge, but only if they are directly attacked.

  2. 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.


  3. 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:

  1. The person being targeted is allowed to move once to dodge, but only if they are directly attacked.

  2. 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.


  3. 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:

  1. The person being targeted is allowed to move once to dodge, but only if they are directly attacked.

  2. 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.


  3. 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:

  1. The person being targeted is allowed to move once to dodge, but only if they are directly attacked.

  2. 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.


  3. 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:

Planning an event or recital?

Visit our sister company, Stage Stubs

for all your ticketing needs.

Free for studios.

© Class Manager 2025, All Rights Reserved

Resources

Planning an event or recital?

Visit our sister company, Stage Stubs

for all your ticketing needs.

Free for studios.

© Class Manager 2025, All Rights Reserved

Email Us

Contact Sales

Planning an event or recital?

Visit our sister company, Stage Stubs

for all your ticketing needs.

Free for studios.

© Class Manager 2025, All Rights Reserved

Email Us

Contact Sales

Planning an event or recital?

Visit our sister company, Stage Stubs

for all your ticketing needs.

Free for studios.

© Class Manager 2025, All Rights Reserved