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Elementary Physical Education Unit Plans 2009-2010.

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Presentation on theme: "Elementary Physical Education Unit Plans 2009-2010."— Presentation transcript:

1 Elementary Physical Education Unit Plans 2009-2010

2 Cooperative Games

3 Weeks 1-2

4 Barnacle Barnacle Captn Lookout Captn Lookout Tea for two Tea for two Octopus Octopus Row Boat Row Boat

5 Four Corners Object is to develop trust and have fun-not winning and losing Object is to develop trust and have fun-not winning and losing IF students cannot trust each other- they have to sit out until they can-not trusting each other would accusing others of cheating,. Peeking etc. IF students cannot trust each other- they have to sit out until they can-not trusting each other would accusing others of cheating,. Peeking etc. It usually takes approximately ten minutes to play two-three rounds. The amount of times we play depends on the day’s schedule and the kids’ level of enthusiasm. It usually takes approximately ten minutes to play two-three rounds. The amount of times we play depends on the day’s schedule and the kids’ level of enthusiasm. One student is the “counter” and stands in the middle of the classroom with his/her eyes closed and covered. One student is the “counter” and stands in the middle of the classroom with his/her eyes closed and covered. There are four corners (the same corners exist every time) in our gym— clock, camera, storage closet, and scoreboard. There are four corners (the same corners exist every time) in our gym— clock, camera, storage closet, and scoreboard. The counter counts aloud, slowly to seven while every other student tip toes quickly to one of the four corners in the room (kids must change corners every counting session). The counter counts aloud, slowly to seven while every other student tip toes quickly to one of the four corners in the room (kids must change corners every counting session). After the word “seven” is spoken the counter chooses a corner to call out aloud. Any student standing in that corner is “out” and those people sit down at their desks. After the word “seven” is spoken the counter chooses a corner to call out aloud. Any student standing in that corner is “out” and those people sit down at their desks. Eventually one or two students will be left at the end of the game. If one of them “wins” they have the option of being the counter next time. Eventually one or two students will be left at the end of the game. If one of them “wins” they have the option of being the counter next time. Use different locomotor movements to travel to corners. Allow counter to choose or roll the locomotor dice Use different locomotor movements to travel to corners. Allow counter to choose or roll the locomotor dice

6 Tag progression K-6 Partner walking tag Partner walking tag Elbow tag Elbow tag Belly Tag Belly Tag Sheep / wolf tag Sheep / wolf tag Octopus Tag Octopus Tag Halloween Tag Halloween Tag Car tag Car tag Shoe Tag Shoe Tag Cat and Mouse Freeze Tag Cat and Mouse Freeze Tag4-6 Football Tag Football Tag Football freeze Football freeze Flag football Flag football Capture the bacon Capture the bacon

7 The Name Games Name games are great back to school icebreakers. These games include some aerobic and skill benefits as well. Name games are great back to school icebreakers. These games include some aerobic and skill benefits as well. Equipment: None for Game 1; One ball for every three to four students for Game 2; Two small index cards per student for Game 3. Equipment: None for Game 1; One ball for every three to four students for Game 2; Two small index cards per student for Game 3. The games: The games: Name Game 1: Begin with students standing in personal space. Ask them to skip or gallop throughout general space. On the go signal (music works great), each person attempts to tag anyone else. If tagged, that student must tell the tagger his or her name and one game or activity they like to play. No one may be tagged while they are taling to each other. At the end of the game, see how many names the students can remember and the activity mentioned. Name Game 1: Begin with students standing in personal space. Ask them to skip or gallop throughout general space. On the go signal (music works great), each person attempts to tag anyone else. If tagged, that student must tell the tagger his or her name and one game or activity they like to play. No one may be tagged while they are taling to each other. At the end of the game, see how many names the students can remember and the activity mentioned. Name Game 2: Divide the students into groups of three or four. Give each group one ball that can be tossed or bounced. Each group finds some space to work in. On the go signal (music is wonderful as in the Game Hot Potato), they pass the ball to each other. They must say the person's name before passing the ball. Each time they say a name and that person catches the ball, both the tosser and the catcher receive one point. On the stop signal the person with the ball moves to a new group. Points continue to accumulate with each new group. Alternatively, you can start them at zero with each group change. At the end of the game, the students should know everyone's name. You may ask them how many points they have, but it is not absolutely necessary. Many will likely lose count. Name Game 2: Divide the students into groups of three or four. Give each group one ball that can be tossed or bounced. Each group finds some space to work in. On the go signal (music is wonderful as in the Game Hot Potato), they pass the ball to each other. They must say the person's name before passing the ball. Each time they say a name and that person catches the ball, both the tosser and the catcher receive one point. On the stop signal the person with the ball moves to a new group. Points continue to accumulate with each new group. Alternatively, you can start them at zero with each group change. At the end of the game, the students should know everyone's name. You may ask them how many points they have, but it is not absolutely necessary. Many will likely lose count. Name Game 3: Grades 2 and up. Have the students write their names on two index cards. Collect the cards. Mix them up. Give out one card to each student. If they get their own name, they give it back. The students find personal space. On the go signal, they attempt to tag the student whose card they have (skipping or galloping only). In the meantime, that student will be attempting to tag someone else. If a successful tag is made, find out one fact about that student. No one may be tagged while two students are talking. Discuss the kinds of information one may acquire before playing the game. For example: number of brothers or sisters, what they did on vacation, favorite food, movie, book, show, etc. After gathering this information, return the card to the bottom of the pile, and pick the top card on the pile. If you get the same person, get some other information. If you get your own card, place it on the bottom and pick the next card. At the end of the game, compare information. Name Game 3: Grades 2 and up. Have the students write their names on two index cards. Collect the cards. Mix them up. Give out one card to each student. If they get their own name, they give it back. The students find personal space. On the go signal, they attempt to tag the student whose card they have (skipping or galloping only). In the meantime, that student will be attempting to tag someone else. If a successful tag is made, find out one fact about that student. No one may be tagged while two students are talking. Discuss the kinds of information one may acquire before playing the game. For example: number of brothers or sisters, what they did on vacation, favorite food, movie, book, show, etc. After gathering this information, return the card to the bottom of the pile, and pick the top card on the pile. If you get the same person, get some other information. If you get your own card, place it on the bottom and pick the next card. At the end of the game, compare information.

8 Partner Walking tag Stand back-to-back with a partner Stand back-to-back with a partner Decide who is the chaser who is the flee-er Decide who is the chaser who is the flee-er Flee-er gets 2-step head start Flee-er gets 2-step head start Chaser says “ready”, spins around once and takes off walking to two-finger tag flee-er on shoulder Chaser says “ready”, spins around once and takes off walking to two-finger tag flee-er on shoulder If flee-er gets tagged, s/he spins and tries to catch his/her partner If flee-er gets tagged, s/he spins and tries to catch his/her partner Safety rules: Safety rules: move through space without crashing into others by using ”brakes” move through space without crashing into others by using ”brakes” Stay inside safety lines Stay inside safety lines Look, forward not behind Look, forward not behind Walk around fallen classmates and help them back on their feet Walk around fallen classmates and help them back on their feet

9 Elbow tag Elbow Tag Elbow Tag FocusMixing with others in group MaterialsNone DirectionsEveryone in the group gets a partner and stands with the partner in a large circle. Each pair hooks elbows with their partner and puts their other hand on their hip. One pair is chosen as "it." They unhook, with one person chasing the other. These two run around, while everyone else remains stationary. In order to avoid being tagged, the person being chased hooks on to the arm of someone. The other person in the pair then unhooks and becomes the new person being chased. If the chaser tags the person being chased, then the roles change, just as in a regular tag game "Tag, you're it!" Sometimes this activity can get confusing, with more than two people running and no one sure about who is chasing and who is being chased. This is a good opportunity to practice some simple problem solving as a group. Sample processing questions (Elbow Tag) FocusMixing with others in group MaterialsNone DirectionsEveryone in the group gets a partner and stands with the partner in a large circle. Each pair hooks elbows with their partner and puts their other hand on their hip. One pair is chosen as "it." They unhook, with one person chasing the other. These two run around, while everyone else remains stationary. In order to avoid being tagged, the person being chased hooks on to the arm of someone. The other person in the pair then unhooks and becomes the new person being chased. If the chaser tags the person being chased, then the roles change, just as in a regular tag game "Tag, you're it!" Sometimes this activity can get confusing, with more than two people running and no one sure about who is chasing and who is being chased. This is a good opportunity to practice some simple problem solving as a group. Sample processing questions (Elbow Tag) Top Top Top How did you choose who to hook on to? How did you choose who to hook on to? Did you think about it? Did you think about it? When working together, why might it be important to be able to work with everyone else in the group? When working together, why might it be important to be able to work with everyone else in the group? What steps can we take to develop a working relationship with everyone here? What steps can we take to develop a working relationship with everyone here? Facilitation notesOne of the biggest issues any group must deal with is the idea that everyone must be able to work together, even if they generally do not hang out together or even like each other. This activity can highlight the idea of developing a working relationship with everyone. The caveat, of course, is that we are not asking people to be best friends with everyone, just attempting to develop relationships that allow us to work together. Another issue that can arise in this activity is one of touching others and of each individual's level of comfort with touching others. A Challenge by Choice reminder may be necessary with some groups, inviting members to stand next to their partner, rather than hooking elbows. Facilitation notesOne of the biggest issues any group must deal with is the idea that everyone must be able to work together, even if they generally do not hang out together or even like each other. This activity can highlight the idea of developing a working relationship with everyone. The caveat, of course, is that we are not asking people to be best friends with everyone, just attempting to develop relationships that allow us to work together. Another issue that can arise in this activity is one of touching others and of each individual's level of comfort with touching others. A Challenge by Choice reminder may be necessary with some groups, inviting members to stand next to their partner, rather than hooking elbows.

10 Car tag (Grades 1-6) Choose two car taggers who stand in the center of the gym Choose two car taggers who stand in the center of the gym The remainder of the class has two flags that they place in their pockets on their hips and have to hang to at least their knees The remainder of the class has two flags that they place in their pockets on their hips and have to hang to at least their knees Taggers ask for suggestions of cars Taggers ask for suggestions of cars After 4 cars are chosen, taggers call them out one at a time After 4 cars are chosen, taggers call them out one at a time When your car is called you have to un to the other side of the gym without getting your flag pulled When your car is called you have to un to the other side of the gym without getting your flag pulled Wait at the other end of the gym until all cars are called (for safety-so that all cars are running same direction Wait at the other end of the gym until all cars are called (for safety-so that all cars are running same direction If your flag gets pulled you are a frozen car and have to stand on your flag until a new game begins If your flag gets pulled you are a frozen car and have to stand on your flag until a new game begins Frozen cars help pull other flags with hands but feet are frozen Frozen cars help pull other flags with hands but feet are frozen Frozen cars my not move off their flags Frozen cars my not move off their flags If they do move off their flags, they have to go down to one knee If they do move off their flags, they have to go down to one knee Game ends when there are 1-2 players left-those two are the next two taggers for the next game and it starts all over gain Game ends when there are 1-2 players left-those two are the next two taggers for the next game and it starts all over gain If cars refuse to leave when they are called they get a 5-seocnd countdown to reach the other end. If they do not reach safety, they are frozen If cars refuse to leave when they are called they get a 5-seocnd countdown to reach the other end. If they do not reach safety, they are frozen Any car that steps outside the black lines is frozen Any car that steps outside the black lines is frozen Give each game 5-7 minutes and then switch taggers and pick new cars for a new game Give each game 5-7 minutes and then switch taggers and pick new cars for a new game

11 Octopus tag (Grades 1-6) Same as car tag except Octopuses are taggers and rest are sea creatures Same as car tag except Octopuses are taggers and rest are sea creatures

12 Cat and Mouse Freeze Tag Everyone has a Jump Rope tucked into their back pocket or the back of their shirt if they have no pocket Everyone has a Jump Rope tucked into their back pocket or the back of their shirt if they have no pocket One player is the “Cat” One player is the “Cat” Rest of class are “mice” Rest of class are “mice” If the cats steps on a mice’s tail, s/he is frozen and becomes a cat’s assistant If the cats steps on a mice’s tail, s/he is frozen and becomes a cat’s assistant Frozen assistants must not move and must hand ropes around necks so others know they are frozen Frozen assistants must not move and must hand ropes around necks so others know they are frozen Switch Cats after 3-4 minutes or after all mice are frozen Switch Cats after 3-4 minutes or after all mice are frozen Or last 2 mice that do not get caught are the new cats for the next game Or last 2 mice that do not get caught are the new cats for the next game

13 Poly Spot Tag Tag games are great warm-up activities or full period lessons. Their objective is often aerobic endurance, but they can also provide excellent skill practice. They can be played as individual or team games. Poly Spot Tag is an orginal game that can be used with or without equipment. It can be a team or individual game. It is not as aerobic as some of my other tag games, but it does require the use of strategy, and it works well when you have limited space. You can find many more original and exciting standards based tag games in my book: Fun, Fitness, and Skills - The Powerful Original Games Approach.Powerful Original Games Tag games are great warm-up activities or full period lessons. Their objective is often aerobic endurance, but they can also provide excellent skill practice. They can be played as individual or team games. Poly Spot Tag is an orginal game that can be used with or without equipment. It can be a team or individual game. It is not as aerobic as some of my other tag games, but it does require the use of strategy, and it works well when you have limited space. You can find many more original and exciting standards based tag games in my book: Fun, Fitness, and Skills - The Powerful Original Games Approach.Powerful Original GamesPowerful Original GamesPowerful Original Games The Game - Grades 3 and up - The Game - Grades 3 and up - Spread poly spots throughout the play area so that the students will be able to stand on one spot and leap to another spot. I don't make a big deal if they don't quite reach the spot in one leap. The poly spot's distance apart depends on the age and ability of the class. The spots do not have to be the same distance apart, and they can be arranged so that the students often have a choice of which way to go. Some distances can be more challenging than others. Spread poly spots throughout the play area so that the students will be able to stand on one spot and leap to another spot. I don't make a big deal if they don't quite reach the spot in one leap. The poly spot's distance apart depends on the age and ability of the class. The spots do not have to be the same distance apart, and they can be arranged so that the students often have a choice of which way to go. Some distances can be more challenging than others. Begin the game with each student standing on a spot. You may choose their spots or they may choose their own spot. Begin the game with each student standing on a spot. You may choose their spots or they may choose their own spot. Use a pair of different colored dice. Half the students are designated as one color and the other half are designated the other color. You may also use only one die and simply alternate which group moves. One group may be designated as 1 or A and the other group as 2 or B. Use a pair of different colored dice. Half the students are designated as one color and the other half are designated the other color. You may also use only one die and simply alternate which group moves. One group may be designated as 1 or A and the other group as 2 or B. Roll one die. The students aligned with that color die leap that number of poly spots. If they land on another student's spot (must be exact number on the die), a tag is automatically made. Then roll the other die. Those students now leap. Keep alternating the die rolls. Roll one die. The students aligned with that color die leap that number of poly spots. If they land on another student's spot (must be exact number on the die), a tag is automatically made. Then roll the other die. Those students now leap. Keep alternating the die rolls. When a tag is made, the student who made the tag receives one point. The tagged student steps off the spot and is frozen until any other student lands on his or her spot. She or he is then free to return to the game. As an alternative, you can have the frozen students do some exercises in place. The student who freed him or her also receives one point. When a tag is made, the student who made the tag receives one point. The tagged student steps off the spot and is frozen until any other student lands on his or her spot. She or he is then free to return to the game. As an alternative, you can have the frozen students do some exercises in place. The student who freed him or her also receives one point. Play for about five minutes. Students see how many points they have acquired and then try to beat their previous score in the next round. Play for about five minutes. Students see how many points they have acquired and then try to beat their previous score in the next round. Variations: Variations: Instead of everyone able to tag, designate three or four taggers. Give each tagger something that identifies them as a tagger; for example, they can tag with a foam ball or foam Frisbee. Each tagger has a hoop home outside the play area, but near at least one poly spot. When a tag is made, the tagged student must go into that tagger's hoop home. The students in that home may be freed if any student lands inside that home. The home counts as one leap. For example, if the number on the die is five, the last poly spot before the hoop home must be the fourth leap so that the fifth leap lands inside the hoop. All students in that hoop are freed and may leap out on the next roll. Alternate rolls - one for the taggers and one for the rest of the students as in the above game. After five minutes, change taggers. See which group of taggers had the most caputured students at the end of the game. Instead of everyone able to tag, designate three or four taggers. Give each tagger something that identifies them as a tagger; for example, they can tag with a foam ball or foam Frisbee. Each tagger has a hoop home outside the play area, but near at least one poly spot. When a tag is made, the tagged student must go into that tagger's hoop home. The students in that home may be freed if any student lands inside that home. The home counts as one leap. For example, if the number on the die is five, the last poly spot before the hoop home must be the fourth leap so that the fifth leap lands inside the hoop. All students in that hoop are freed and may leap out on the next roll. Alternate rolls - one for the taggers and one for the rest of the students as in the above game. After five minutes, change taggers. See which group of taggers had the most caputured students at the end of the game. Players manipulate a piece of equipment while leaping from spot to spot. For example, dribble a basketball, tap a volleyball, toss a tennis ball. Players manipulate a piece of equipment while leaping from spot to spot. For example, dribble a basketball, tap a volleyball, toss a tennis ball. Use four different colored die and create four teams. Give each team something to designate which team they are on. For example, use different colored pinnies. On the command "roll", one student from each team rolls his or her die outside the play area. This student is not actually playing this round. She or he calls out the number on the die. Every player must move the number that his or her teammate rolled. Everyone moves at the same time. In order to insure that everyone moves at the same time, do not allow anyone to move until you (the teacher) gives the command to go. Each team must only be allowed to chase one of the other four teams. For example: red chases blue, blue chases green, green chases orange, and orange chases red. If anyone on one team overtakes someone on the team they are chasing, a tag is made (does not have to be exact roll). That student is frozen until someone on his or her team lands on his or her spot (must be exact roll). At the end of five minutes, see which team has the least number of frozen students. Change the rollers and play again. Use four different colored die and create four teams. Give each team something to designate which team they are on. For example, use different colored pinnies. On the command "roll", one student from each team rolls his or her die outside the play area. This student is not actually playing this round. She or he calls out the number on the die. Every player must move the number that his or her teammate rolled. Everyone moves at the same time. In order to insure that everyone moves at the same time, do not allow anyone to move until you (the teacher) gives the command to go. Each team must only be allowed to chase one of the other four teams. For example: red chases blue, blue chases green, green chases orange, and orange chases red. If anyone on one team overtakes someone on the team they are chasing, a tag is made (does not have to be exact roll). That student is frozen until someone on his or her team lands on his or her spot (must be exact roll). At the end of five minutes, see which team has the least number of frozen students. Change the rollers and play again. Try some of the above variations without using dice. This will make the game more aerobic and certainly more hectic. The students keep moving continuously. Try some of the above variations without using dice. This will make the game more aerobic and certainly more hectic. The students keep moving continuously.


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