Week 36

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Week 36
Pre-Kindergarten
P.E. IPG’s
Guideline
Matrix
Week
Card
Description
Skill reviews for the year.
Equipment
Specific for each game
Day 1
Kicking:
#36
Students will review the various skills learned throughout the year.
Place 8 cones or spot markers in a straight line across the playing area. Have 1 student stand on or
next to the marker. Have another student stand behind each student. You should have 8 lines with
2-3 students in each line depending on your numbers. (With 20 or more kids, form 10 lines) The
first student in each line should have a ball. On the start signal, all students (with a ball) kick the
ball straight out in front of them as far as they can. After all of the balls have been kicked, say,
“go” and have the students run and pick up their ball and bring it back and place it on or beside the
marker. The next person places the ball on the ground and waits for the signal to kick. All
students must kick and chase on command to ensure proper safety. Use a larger ball to practice
beginning kicking. As students become proficient, change the type and size of the ball that they
are kicking. (playground ball, softi ball, tennis ball, etc.) If students are continuing to progress
(the ball is being kicked forward in a straight line each time), have the students run to get the ball
as soon as they roll it and the next person can roll immediately. Make sure that the students are
using both feet to kick.
Day 2
Rolling:
Have 2 students stand behind each marker. Place a bowling pin across from them on a marker
about 15’ away. On the start signal, have the first student roll the ball toward the pin trying to
knock it over. The roller should chase the ball, set up the pin, and then bring the ball back to their
partner to roll. This can be done to a signal first until the students understand the rotation. As
they become proficient, they can roll and chase on their own. Remind students to watch where
they are going as they chase their ball.
Day 3
Chasing, Fleeing, Dodging:
Every student should have a scarf tucked into the side of their pants to symbolize the tail. Choose
1 student to be “it”. On the start signal, the “it” students chase all of the other students attempting
to pull their tails. As the tails are pulled, they should be placed in a bucket at the edge of the
playing area. When a student’s tail is pulled, he or she should go to the bucket and get a new tail,
put it on and then begin playing again. As the students are putting on their new tails, they may not
be chased. Play for 1 minute and then stop the game. Choose a new “it” and then start the game
again. The game is over when all of the students have had a turn at being “it”. To keep the game
moving, you may want to choose 2 “its” or 3 “its”.
Day 4
Throwing:
Place 8 spot markers in a straight line across the playing area. Have 1-2 students stand on the spot
marker. Place a bowling pin about 10’ away from the spot marker. The first student in line should
have 3 beanbags. On the start signal, the students throw the beanbags overhand toward the pin.
The object would be to have the beanbag knock over the bowling pin. After all 3 beanbags have
been thrown, the student then goes to retrieve the beanbags, set up the bowling pin and gives the
beanbags to the next student in line. That person may then begin to throw. Have students count
the number of bowling pins they are able to knock down. Play for 4 minutes and then stop and ask
the students’ scores. Repeat. Remind students to step with the opposite foot as they are throwing.
Students must watch out for other students as they are retrieving the beanbags.
© Austin Independent School District
SportFun
A Module of the Sport For All Program
Week 36
Pre-Kindergarten
P.E. IPG’s
Day 5
Locomotor Skills/ Cooperation:
Review the previous days. Play the game “Fill the Cookie Jar”. Scatter various pieces of
equipment in the center of the playing area. Divide the class into 6 groups. Each group should
have a different color hula-hoop. The groups sit at their hula-hoop around the perimeter of the
playing area. On the start signal the first person from each group goes to the center of the playing
area and picks up one piece of equipment and brings it back to the hoop. The next person may
then go to pick up a piece of equipment. Students continue to take turns picking up equipment one
person and one piece at a time. The object of the game is to fill the hoop (cookie jar) with the
correct number of items. You can set the number of items needed before the game begins. You
can also have the students only pick up 1 of each kind of item to fill their hoop. You will need to
continually remind the students of what they should pick up. Once a group fills their cookie jar,
have the students replace the items to begin the game again. Change locomotor skills each time a
new game is started.
© Austin Independent School District
SportFun
A Module of the Sport For All Program
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