Take the Pin

Take the Pin

Movement skills/concepts

Chasing and fleeing, and quick change of direction.

Set-up

  • Children in pairs, with two bases/discs and one bowling pin per pair.
  • Set-up the pin between the two bases, approximately 3 meters from each one. One of the pair stands on each base.

Activity

Each player tries to snatch the bowling pin and return to the base without getting tagged. The player who snatches the pin first is the ‘snatcher’ and the other becomes the ‘tagger’. If the snatcher is tagged before reaching their base then the pin is returned to the center. Start on the signal.

Variations

Vary the distance: Increase or decrease the distance between the pin and the bases.

 

 

 

 

Freeze and Count Tag

Freeze and Count Tag

Movement skills/concepts

Dodging and faking to avoid a chaser, space awareness, changing direction, and speed.

Set-up

  • Bands/bibs.
  • Defined grass or hard area, approximately 10 meters square. Groups of six: two chasers with a band/bib each, and four runners.

Activity

Chasers have 1 minute to catch all the runners. If tagged, a runner has to freeze and count to 10 out loud before starting to run again. The object is for the chasers to have all the runners frozen at the same time.

Can you see …?

  • runners: plant and go
  • chasers: watching hips

Variations

Vary locomotor skill: For example, play by walking, leaping, or crawling.

Fitness tag: When tagged, instead of freezing, runners do a chosen exercise, (e.g. five push-ups or sit-ups).

 

 

Octopus

Octopus

Movement skills/concepts

Dodging to avoid stationary taggers, changing direction, and speed.

Set-up

  • Bases (e.g. softball bases or circular discs).
  • Defined grass or hard area with a starting line and bases/discs scattered an arm’s length apart on the ground.
  • Two teams of approximately five–ten each: the taggers must keep both feet on the base.

Activity

The objective is for the dodgers to cross the area without being touched by any of the taggers. The taggers must keep both feet on the base. Reverse roles.

Can you see …?

  • knees bent, staying low
  • plant and go
  • looking ahead
  • faking
  • quick moves

Variations

Vary locomotor skill: Walk, skip, gallop, or leap.

Hospital tag: When a dodger is touched, they pretend they are stung and lose the ability to use that body part. For example, if touched on the leg, the dodger tries to cross the area by hopping.

Tagger challenge: Instead of tagging anywhere on the body, the taggers have to tag the left knee of the dodgers with their right hand.

 

Roll the Dice

Roll the Dice

Lesson Outcomes
Dribbles and travels in general space and self-space at slow to moderate jogging speed with control of ball and body.

Student Targets
Skill: I will travel through the activity area at a controlled and moderate pace in order to maintain a safe environment.
Cognitive: I will complete my Fitness Portfolio with my personalized fitness data and reflections.
Fitness: I will demonstrate fitness activities that work to improve health-related fitness.
Personal & Social Responsibility: I will listen to and implement teacher suggestions for improvement.

Teaching Cues

  • Roll the Dice
  • Read the Chart
  • Complete the Activity
  • Repeat

Activity Set-up and Procedure

Equipment:

  • 4 jump ropes
  • 12 hula hoops
  • 12 exercise bands
  • 4 exercise balls
  • 2 rulers or yardsticks
  • 2 balls that bounce
  • 6 Fitness Dice Charts
  • 1 Fitness Portfolio per student

Set-Up:

  • Create safe equipment zones by placing jump ropes, hoops, exercise bands, exercise balls, meter sticks, and balls in separate areas.
  • Lay 6 hoops down in 2 staggered rows, with hoops touching, to create an agility run course.
  • Scatter 6 other hoops in the activity area, with 1 die and 1 Fitness Dice Chart in each hoop.

Activity Procedures:

  • The purpose of the Roll the Dice activity is to review the areas of fitness that we’ve learned about in this module. During the activity, I’ll be meeting with each of you to review fitness test scores and identify areas that you can focus on in order to maintain or improve your fitness.
  • On the start signal, you and your partner will go to a die and roll it. This is not a race, so be sure to take turns in a respectful way. After you roll the die, look at the Fitness Dice Chart to see what exercise you’ll need to complete.
  • Together, you and your partner will then move to the appropriate equipment and complete the exercise. Next, return to any die and roll again. Continue until you hear me say freeze.

COOL DOWN/ CLOSURE

Review Skill/Activity, stretching, and questions.

Shadow Partner

Shadow Partner

Movement skills/concepts

Chasing, dodging, change of direction and speed, moving in general space, and relationships (with others).

Set-up

  • Bases e.g. softball bases or color discs.
  • Large, defined grass or hard area with a number of bases/discs scattered on the ground.
  • Children in pairs, one the leader and the other the shadow, are spread out in the area.

Activity

The shadow follows the leader and imitates all their movements, keeping as close to the leader as possible. The leader challenges their shadow by trying to get away from them. Change roles and repeat.

Start off in the same way again but, on a given signal (e.g. whistle), the leader tries to get to one of the bases/discs before their shadow tags them. Change roles and repeat, but this time with fewer bases/discs spread out across the area.

Can you see …?

  • quick moves
  • plant and go
  • faking
  • shadow watching the leader’s hips

Variations

Vary locomotor skill: Start with walking, then move on to skipping, galloping, jogging, hopping, and running.

Vary set-up: Increase or decrease the area size or the number of bases.

Tandem tag: Partners link arms and play the game with another pair. One pair is the leader and the other pair is the shadow.

 

 

 

 

Dodgems

Dodgems

Movement skills/concepts

Dodging, swerving, evading, changing direction, and moving in general space.

Set-up

Large balls, quoits, frisbees.

Each group of four–five is in a marked square (5 x 5 meters); each player has a ball/quoit/frisbee.

Activity

Each player holds their ball/quoit/frisbee in front like a steering wheel and walks around without touching the other players (dodgems) in the square. Keep moving for 1 minute.

Repeat activity increasing the speed – skipping, jogging, and running.

Can you see …?

  • head up
  • quick moves
  • safe traffic
  • plant and go

Variations

Add obstacles: Include other obstacles (e.g. cones) to evade.

Create pathways: Set-up a pathway of cones for the dodgems to move in and out of and around.

 

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