Space and Movement Unit Plan Time Frame Day 1 Outcomes Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play D1–3 show a willingness to listen to directions and simple explanations D1–7 try a challenging movement experience based on personal abilities Activity Materials: basketballs, nets, cones, hula hoops Transitions: Students will find a spot inside the designated area in their own personal space. When the teacher says "go," the students will walk, skip, or hop according to what teacher says. Throughout this activity, the teacher also calls out "FREEZE" and "MELT" to check students' understanding of the rules and personal space. Stop and Go Whistle Game Statues Anticipatory set: Everbody’s It Tag Guided Practice: Review Different Walks/Animals-Bubble Map Line Walks Yes, let’s! Independent Practice: Sharks and Minnows The group starts out on one side of the field or room with one person in the middle of the room. The person in the middle will call out sharks (boys) or minnows (girls). He will then specify how he wants them to cross the room (running, backwards, hop on one foot etc…). It will then chase in the same manner that he called out. If one of the sharks or minnows are tagged they sit right where they were tagged and become seaweed. This seaweed has to stay on their backsides, but they can tag other that are crossing as long as they are sitting. If tagged by seaweed the participants become seaweed as well. Tortoise Tag Assessment checklist One person is "it." Every other player tries to avoid being tagged. If they get tagged, they become frozen until they are tagged by another player. To avoid being tagged, players can lay down on their backs with their hands and feet in the air (like a tortoise who has rolled over on its back) Players are only safe in this pose for 10 seconds. Closure: Poison Tag ("It" keeps his/her hand on the spot where tagged.) Transitions Cool Down- This is an easy warm-up involving no equipment. Say the name of a Mr. Man and children have to move like him. The ones I use are: Day 2 Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities Mr. Slow - move slowly. Mr. Rush - move fast. Mr. Jelly - shake your whole body. Mr. Muddle - walk backwards. Mr. Bounce - bounce! Mr. Small - crouch and move. Mr. Strong - move flexing your muscles. Mr. Tall - stretch up and move (good for stretching once the children's hearts are racing.) Line up and get a drink Materials: basketballs, nets, cones, hula hoops Transitions: Red Light, Green Light Anticipatory set: Review different walks and go into centers to explore movements. Guided Practice: T briefly reviews movement commands that will be used in each class:"GO"--STS may begin moving, always walking unless the T specifies otherwise"FREEZE"--STS will stop whatever they are doing, wherever they are, hold their equipment if they have any, and focus their eyes and ears on the teacher "MELT"--STS will sit down where they are pretzel style, put their equipment in their lap if they have any, and put their hands on their knees, focus their eyes and ears on the T checklist C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play D1–3 show a willingness to listen to directions and simple explanations D1–7 try a challenging movement experience based on personal abilities Cones set up for boundaries, on T's GO command STS spread out in activity area When music begins, STS are to move around the activity area like different animals T selects one S to choose animal, all STS move around the area like that animal When music stops and on FREEZE command, STS stop moving T selects another S to choose animal, STS begin moving when music begins and on T's GO command During activity, T has STS move forward like animal, backward like animal to review directions learned in the previous class Dodging in general space: The teacher will divide students into two groups by counting 1, 2, 1, 2, and so on. After teacher is finished counting, all of the number one's will go to one end and the number two's will go to the other. On the teacher's command, the students will try to (walk, skip, hop) from one end to the other without bumping into any other students and always staying in their own personal space. Independent Practice: Tree tag Set up hoola hoops throughout a certain boundary (make sure they are just about arms width apart from each other). Students stand inside of the hoola hoops and try to tag the other students moving in between them with their "branches" (arms). Once a tagger tags another person, they have to yell "You're a tree!" and they switch places. The tagger then moves in between the hoola hoops and the person who was tagged now acts as a tree and goes into the hoola hoop. Foot to Foot tag Just like regular frozen tag but players are safe from being tagged if two people lie on their backs and put the soles of their feet together. Day 3 Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play D1–3 show a willingness to listen to directions and simple explanations D1–7 try a challenging movement experience based on personal abilities Closure: What Time is it Mr. Wolf? Transitions Cool Down-Letters Teacher calls out a letter and children make their bodies into that shape. Line up and get a drink Materials: basketballs, nets, cones, hula hoops Transitions: What Time is it Mr. Wolf? Anticipatory set: Review different walks and go into centers to explore movements. Guided Practice: All students start in a self space holding three fingers, (which signify points). The teacher will select one or two taggers. When the teacher says "go", the taggers will attempt to tag the rest of the class. If a student is tagged, bumps into another student, falls down, or goes outside of the boundaries, then the student loses a point (finger). When each student loses all three fingers (points), they become a helper tree. Helper trees are frozen on the spot, but can still move their arms (branches) to help tag. If another student is touched by a helper tree, that student loses a point, so, as the game progresses, the difficulty increases and students must watch for the taggers AND they must be aware of the helper trees. The students must be honest about when they fall, get bumped, or are tagged and they are responsible for keeping up with this. As the students gain skill and knowledge, the use of strategies can be introduced, i.e., how can a tagger use the helper trees most effectively? Each game will last about 2-4 min, at which a new game will be started and new taggers will be selected. Independent Practice: Shark and Octopus Tag Everyone begins the game as an octopus and stands on one side of the playing field. One person is chosen to be a shark and they will stand in the middle of the playing field. Play begins when the shark calls out, "Octopus, checklist Octopus, swim in my ocean!" All players must run across the playing field trying to get to the other side without getting tagged by the shark. Anyone who is tagged must sit down where they are tagged. They now become the shark's helpers. When the shark calls out "Octopus, Octopus, swim in my ocean!" again, the players will try to run back to the other side. Anyone who runs within arms reach of the sitting players and gets tagged must sit down. The game continues until there is only one person left. Closure: Stuck in the Mud Works like stuck-in-the-mud. but backwards. Everyone starts of being stuck with one person who is 'it' and free to move around. Each person he/she tags is then free to move but their job is to then hang onto the person who is 'it' and try to slow them down. As more people get released more hang onto the tagger until he/she can no longer move. At this point they give up and call out the name of a new person to be 'it'. Everyone spreads out and the game starts again. Transitions Cool Down- Have the children stand in a large circle. Then ask the children if they know where their head is. After they all say yes, then repeat the step asking if they know where their shoulders knees and toes are. After doing this and they are familar with the parts of the body begin to sing the song... Head shoulders knees and toes knees and toes... (as you sing the words they touch that part of their body). This is a great way to stretch out and this gives them an understanding of their body. Day 4 Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and Line up and get a drink Materials: basketballs, nets, cones, hula hoops Transitions: Ollie, Ollie Octopus Anticipatory set: Review different walks and go into centers to explore movements. Guided Practice: All students will start in their own personal space. Teacher will select two students to be taggers. When the "go" signal is given (Ready, Set, Go), the two students with the pinnies on will try and tag the others. If the student is tagged, the student must do 3 checklist improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play D1–3 show a willingness to listen to directions and simple explanations D1–7 try a challenging movement experience based on personal abilities jumping jacks to be un-frozen. Will do 2-3 times with different taggers each time. The students must be careful not to bump into each and always stay in their own personal space. Each game will last 1-2 minutes at which time new taggers will be selected. Race Car Game Using hoola hoops students race around the gym with their cars. Then they play line tag with their cars. Independent Practice: Car Lot Pick a category for Car Lot (i.e. fruit, cars, candy, etc.). Once the category has been picked, select two students to be "it" and send them to the middle of the playing area. All the rest of the students line up at one end of the playing field. Once lined up, the campers that are "it" yell out 3 items within the category. The campers independently choose one of the 3 items to "be." When the "it" people call out one of the 3 choices, everyone who picked that choice runs to the other end of the playing field trying to avoid being tagged by one of the "it" people. If tagged, that camper must sit down right when they are tagged. When sitting down, the camper may tag someone. If someone is tagged by a sitting down person, the person sitting down may get back up and play the game. Closure: Dog and Bone Pick an object to be the bone, something soft like a ball, balloon, coit or soft toy Divide into two equal sized teams and get each team to secretly allocate each team member a number. It is important that members of each team do not know who has the same number as themselves on the opposite team. Groups line up at opposite ends of the room or playing area/pitch being used. The bone is placed equidistant between the teams and the referee calls out a number. The person with that number from each team then has to run out, grab the bone and return it to their side gaining a point. However, if you are carrying the bone the other person is then free to try and tag you. If they succeed in tagging you they get the point. Various tactics evolve: If one person is much faster or alert than the other they might grab the bone and run back before the other can move. If both arrive together they might circle waiting for the other person to touch the bone first. Alternatively another member of the team might feint slowly forwards to trick the opposition into a run allowing their member to perform a surprise tag. After a few goes, once the opposition numbers are known the referee might try calling 2 or more numbers together, or performing some mental arithmetic such as root 16 + 2. Alternative :Play as Dog and Bone above, but players who are tagged have to drop the bone where they are. Neither player can tag each other until one has picked it up again. First player back to their team with the bone wins. Transitions Cool Down-This is a fun warm up activity. Tell the children to copy all your actions. Pretend you are asleep and suddenly wake up and are late for school. Everything you do is done on the spot but in a hurry. Brush your teeth, wash your face, put your clothes on run downstairs, run back up (forgot to put trousers / skirt on) back down stairs, eat breakfast, pick up your bag, open front door, shut door, run down the street, jump over a hedge, look both ways, cross the road etc. Finally arrive at school slowing down panting and puffing then suddenly stop at the closed gates. Its Saturday!! You must provide a running commentary whilst doing the actions and you can make it as fun as you like with as many actions as necessary to warm up the children. It is a fun and easy to follow pulse-raiser. Day 5 Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play D1–3 show a willingness to listen to directions and simple explanations D1–7 try a challenging movement experience based on personal abilities Line up and get a drink Materials: basketballs, nets, cones, hula hoops Transitions: Fainting Goat Tag One person is chosen as the Shepard. Whoever the Shepard touches becomes the new Shepard. The "goats" can fall to the ground to avoid being tagged for up to 10 seconds. As long as they are on the ground, they are safe. The goat can't fall to the ground unless the Shepard is 10 feet away or closer. Anticipatory set: Review different walks and go into centers to explore movements. Guided Practice: Ghosts and Goblins The game starts with one student as the "Goblin". The remaining group members (Little Ghosts) are lined up at the other end of the gym. On a signal, the Goblin (with back turned) begins to say, " Little Ghost are you here?" The students lined up at the the other end of the gym begin to shuffle walk toward the "Goblin". After calling to the "ghost" several times, the "goblin" yells "Little Ghost here I come," and then turns around and chases the "ghosts" back to the end in which they started. Along the way tagging any "ghosts". Those tagged will in turn sit out. The last "ghost" remaining will be the winner. Game Variations: * Choose several children to be "Goblins". * "Ghost" captured by the " Goblins" may be set free by other "ghosts" * Use different locomotor skills instead of the shuffle walk. checklist Independent Practice: Dr Octopus Choose an "It" to be your octopus. Then choose a doctor. When you say, "Go," the students run from one side of the field or court to the other. If they are tagged by the octopus they sit down are are out until tagged by the doctor. The game ends when everyone is tagged, including the doctor. The last person to be tagged is the new octopus. Closure: Fizz, Buzz Normal game of tag in which there are two home bases used one of which is named 'Fizz' and the other 'Buzz'. Each base holds only one player at a time and other players have to call out 'Fizz' or 'Buzz' respectively in order to take advantage of the sanctuary of that base, at least until they are buzzed off by the next player! Transitions Cool Down-Place enough small flexi cones on the floor so that there are at least one for each child. Half of them need to be placed on the floor in the normal way, and half upside down. This creates the cups and saucers. Divide the class in two, depending on whether they are a cup or saucer and they have to turn the flexi cones over for their team. The team with the most cones turned over within a set time, e.g. 30 seconds, wins. The game can be repeated by lengthening the time, travelling in a specific way e.g. hopping, or having an uneven split of cones to start with Day 5 Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing Line up and get a drink Materials: basketballs, nets, cones, hula hoops Transitions: Alligator, Alligator Anticipatory set: checklist space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play D1–3 show a willingness to listen to directions and simple explanations D1–7 try a challenging movement experience based on personal abilities. Review different walks and go into centers to explore movements. Guided Practice: Equipment needed: as many cones as you have or want to set up. For this activity the teacher divides the class in half or two teams. Team #1 will be the builders Their job is to move around the gym in what ever manner the teacher says and pick up the cones. Team #2 will be the bulldozers Their job is to move around the gym in what ever manner the teacher says and knock down (tip over) the cones. Teacher has the students start on opposite ends of the gym and let them go. After a few minutes stop them and switch roles. Some ways to vary this is by using different movements and to play music while they are going. Independent Practice: Dead Ant A tag game that will wear your kids out!! Make really big boundaries. One person is "it." This person has to chase the others. When he tags someone, that person must lay down with both hands and feet sticking straight up, like a dead ant (because everyone knows that's what dead ants look like). In order for the dead ant to come alive, four people must tag one limb each. Once someone has been a dead ant three times (this is on the honor system), they are now "it". It's always possible to have multiple people being "it" and makes it crazier when you don't know who to run from! Closure: Hen Pecked! Basket or suitable container with a number of differently coloured balls or objects (some colours can be the same), one for each player. One player becomes the hen and leaves the room while all the other players remove an egg from the basket. When the hen comes back into the room they go to the players and call out a colour. All those holding eggs of that colour have to return the eggs to the basket without being 'tagged' by the hen. Players can attempt to throw the eggs into the basket, but any misses must be picked up by the player. Anybody tagged is out of the game. Last person to be caught wins. Transitions Cool Down-Children respond to the following video controls, using the appropriate actions: Day 6 Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play D1–3 show a willingness to listen to directions and simple explanations D1–7 try a challenging movement experience based on personal Play - walk around Rewind - run / walk backwards Fast Forward - run Pause - jump on the spot Stop – stop Eject-Jump Line up and get a drink Materials: basketballs, nets, cones, hula hoops Transitions: Pac Man Tag A modenized version of a familiar tag game, this is a large group activity. Objective: Pac-men try to eliminate the Ghosts by tagging them. How to play the game: 1. 3 students put on colored shirts or vest. 2. Students must walk on lines on the floor. Cannot get of line. 3.When student is tag they sit down on the line. They become a road block. No one can go around them except Pac-Man. After everyone is tagged have 3 other students become the Pac-Men. Anticipatory set: Review different walks and go into centers to explore movements. Guided Practice: Spongebob 4 corner fun To begin the lesson, show the students each of the corners and the pictures on them. Let them know how that when the music starts they will be moving around the gym in their own space using a specific movement that will be called out by the teacher. When the music stops, they are to safely move to one of the four corners and wait there for a second while you roll a die that has the pictures on the wall on it. the teacher then yells out which cartoon character has come up and the students standing under that character will get to decide which way checklist abilities. they would like to move around the gym next when the music begins. (Run, skip, jump, etc.) If students grasp all of the movements and are performing them correctly, then you can add pathways, direction, levels, etc. Independent Practice: Closure: Dr. Who A version of Stuck-in-the-Mud. 1 or 2 players are selected as Daleks (the catchers) and 1 or 2 are Dr Who’s. As with stuck Stuck-in-theMud those tagged/caught by Daleks have to freeze, but players can only be released if touched by a player who is a ‘Dr Who’. Day 7 Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play D1–3 show a willingness to Transitions Cool Down- Graveyard Line up and get a drink Materials: basketballs, nets, cones, hula hoops Transitions: 3-4 stuffed vegetables (look in local department stores). 3-4 old softee balls. (Junk food). Choose 3-4 students to be vegetables and 3-4 students to be junk food. On the signal students run from junk food. If you are tagged by junk food then you are out of energy and sit on the ground with your hand up waiting for a vegetable to tag your hand getting you back in the game. Choose new vegetables and junk food every 3-4 minutes. You can modify the game adding fruit and chicken (protein). Anticipatory set: Review different walks and go into centers to explore movements. Guided Practice: Hocus Pocus! Divide students into two lines. Have them line up on one side of the gym where there is a cauldron (large bucket) between the lines. Have the first person in each line (with tongs, which are their magic wands) run over to the opposite side of the gym where scarves are scattered on the ground. The students pick up a scarf with the tongs and run back over to the checklist listen to directions and simple explanations D1–7 try a challenging movement experience based on personal abilities cauldron, drop the scarf in and give the next student in line the tongs. When all students have placed a scarf in the cauldron, they all yell Hocus Pocus! This will help the students work on their fine motor skills. To make any modifications you could also have them hop, skip, etc. to the cauldron. Independent Practice: Pirate Ball is na extremely fast-paced running and dodging activity. Equipment Needed: 9 cones, 8 hula hoops( 2 hoops of each color), flag football belts, 4 green balls, 4 red balls, 4 yellow balls, and 4 blue balls, blue, red, yellow, and green pinnies. Game Set-up: This game is much like the game of "Capture the Flag". The students(pirates) are divided into four groups on a large playing field marked by cones(one large square divided in 4 equal smaller squares). Every player has a flag football belt. The four teams are placed in their home territory--blue, red, green, or yellow(there should be two hula hoops of that color in the outside corner of their home territory). One of those hula hoops is the treasure chest consisting of four different colored utility balls(or other suitable items). The other hula hoop is the jail area. How to Play: The game has few simple rules to follow-1.) Each group has a treasure chest with a blue, red, yellow, and green ball. The object of the game is to get your group's colored balls from the other three groups by crossing over the restraining lines, grabbing the ball, and taking it back to your home territory with out getting a flag pulled. Each team will try to get all four of its colored balls to win. The ball must be carried across the line and it may not be thrown. If a player runs through another territory after grabbing a ball and s/he is tagged the tagging team keeps the ball. The ball does not go back to the original territory. 2.) If a player gets his/her belt pulled, he/she must go to the waiting area(Jail) where the belt was pulled. In order to get out of jail, a fellow teammate has to safely reach the jail without getting his/her flag pulled by the opponent. The player in jail gets "freebacks" however the fellow teammate is still eligible to have a flag pulled. 3.) Students may not guard the treasure chests or the jails. Closure: Tag tail Each team goes to their ‘pen’ and nominates one of their team to be the catcher, all the other players have a piece of string or rope as tail which they tuck loosely into their clothing. Players are then released from their pens and catchers have to snatch as many tails as possible in a given time. Players who loose a tail have to go back to their pens from which they may be released if they are given another tail by their own team catcher. After a time stop and count to see which team has the most tails, including those that the catcher has. Transitions Cool down-Commando-Split the class into two / three teams. Their aim is to reach the opposite side of the hall. Each team stands in a line at one side of the hall with their legs spread apart. The person at the back then crawls underneath all of the pairs of legs and then becomes the person at the front. Once they have reached the front of the line, the child then has to shout next, so the person at the back knows when to start. Slow but surely the line starts to move forward! Day 8 Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and Line up and get a drink Materials: basketballs, nets, cones, hula hoops Transitions: Ostrich Tag (To be safe from "It" use ostrich position - right arm under left knee standing on one leg) Anticipatory set: Review different walks and go into centers to explore movements. Guided Practice: Cookie Monster - The students will be split into five groups. The groups will then decide what cookie they want to be, for example, an Oreo, Chocolate Chip, Oatmeal, Sugar checklist improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play D1–3 show a willingness to listen to directions and simple explanations D1–7 try a challenging movement experience based on personal abilities. Cookie, Peanut Butter Cookie, and M & M Cookie. There will be three cookie monsters, which will switch each round, trying to tag all the cookies. Students who make it past the cookie monsters to the jar will be picked to be the new cookie monster in the next round. The round will end after all cookies have been called out and all students have had a turn. All students who are tagged go to the cookie jar, after the round is over they leave the cookie jar. Independent Practice: Teacher can explain that all the students are going to be minnows (little fish found in shallow water). Minnows are going to try to swim through the "net". The "net" will be a designated area between two lines in the middle of the gym. Teacher will pick two students to be the "net" to begin the game. The minnows will line up against one wall of the gym and try to reach the other side of the gym performing a designated locomotor movement. The students that are the "net" will try to tag the minnows when they are within the "net zone" of the gym. If a minnow gets tagged by the net, they become part of the net too! To make sure the main focus of the game remains dodging, any student who is part of the net cannot move (both feet are stuck in the mud!!!), therefore other students are dodging them. The students who are part of the "net" can only tag the minnows by stretching out their arms. The minnows who are unsuccessfully dodging the net will get caught. Closure: Through the Woods Similar to Mr. Wolf, but the catcher calls out a way of moving such as hopping, skipping, running, walking slowly, walking backwards, etc. Both players and catcher then must move only in this way for that round. The catcher replies with the use of the groups name appended to the sentence "<group's name> through the woods" to announce that players have to run. Transitions Cool Down-Pasta PE- Day 9 Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play D1–3 show a willingness to listen to directions spaghetti - walk round the room tall and thin arms pointed together; tagliatelli - walk round the room arms pointed side by side; pasta twist - walk round the hall turning round and round; pasta bow - walk round with legs and arms apart, bow shaped; lasagne - lie flat on the floor; macaroni-make a circle with arms; pasta shapes - make a 2D shape in small groups holding hands; spaghetti hoops - make a 'hoop' in a small group holding hands; canneloni - roll on the floor; ravioli - stand back to back with a partner. Line up and get a drink Materials: basketballs, nets, cones, hula hoops Transitions: Freight Train Tag (Three players in a single file, clasping hands around waist of the other person forming engine, car and caboose. "It" tries to tag a caboose while the train runs, twists and turns. When "It"succeeds, the engine becomes "It".) Anticipatory set: Review different walks and go into centers to explore movements. Guided Practice: Airplane Game Begin by telling the children that they will be flying around the country today. Tell the children how important it is for airplanes to avoid other airplanes because of how they must safely reach their destinations. Tell the children that they will become airplanes today and will pretend to fly different places around the world. They are to extend their arms out and walk or run about freely in the open space while avoiding the other planes. Tell the children how airplanes need gas to be able to fly to different places and that the farther places are away the more gas they need. Next show the kids how to pump gas into their airplanes. They must do a pushup checklist and simple explanations D1–7 try a challenging movement experience based on personal abilities for every gallon of gas that it takes to go places. Choose the children's first imaginary destination which should be somewhat nearby such as a nearby amusement park or toy store. Inform them of how many gallons of gas it will take for them to get there. Start with only like three gallons of gas and, for every destination which is farther, increase how much gas it will take. Set the children off and moving by saying "take off." Once the children have moved about for awhile pretending to fly, tell them to "come in for a landing." Choose next imaginary destination. Independent Practice: Fox and Rabbit Everybody partners up and as a pair link hands to form "the hole". One of the sets of partners is chosen to become "it" one of them becoming the "fox" and the other the "rabbit". The fox has to catch the rabbit and if they do the roles reverse so that the fox now becomes the rabbit and the rabbit the fox. However the rabbit can jump into holes and be safe (pairs can either be sitting down or standing up, if the latter the rabbit will have to 'come up' between the partners linked arms as opposed to jumping in between pairs that are sitting down. Whomever the rabbit's back is to becomes the rabbit and the one who went into the hole now becomes part of the hole. Closure: Hoppity Played as Duck, Duck, Goose described above, but players have to hop around the circle rather than run. Transitions Cool Down- Quarterdeck Run to a wall / line on the left side of the area. Main Deck Run back and form the original line in front of the teacher (children do not have to be in the same order). Man the Lifeboats Run to a wall / line on the right side of the area. OR call out a number (e.g. 6) and the children have to get into groups of six and "row" their lifeboat. OR find a partner, sit on the floor facing each other, holding hands and rocking backwards and forwards (as in "row, row, row your boat"). Scrub the Decks Children crouch down and pretend to clean the floor with their hands. Climb the Rigging Children pretend to climb a rope ladder. Captain's Coming Children salute and shout out "Aye Aye Captain" Admiral's Coming Children stop and salute (like captain's coming) but must continue to stand to attention until the instruction 'Admiral's gone' - giving opportunities for catching children out! Three children pair up, 2 joining hands to make a ship and the 3rd in the middle with his hand above his eyes looking overboard for the fallen sailor. Anyone alone is out. OR Children jump as if going over the side and then sink down holding nose with one hand and raising other hand in air as if going under water. OR Children pretend to jump into the water, grab a partner and then swim back to the ship OR children join into groups of three sitting on the floor one behind another making rowing actions. If done as a game the children not in a group are out of the game. OR children jump in the air and land as if jumping over the side of the ship. OR piggy back a partner. OR children have to find a partner and lift them up. Any children on their own are out. OR children have to find a partner and hold on to them. If any child does not have a partner, they are out. OR children pretend to fall over the side of the ship and swim for their lives! OR children shout "Splash!" and put their hands above their eyes to peer into the "sea". OR children on their backs waving legs and arms in air as they drown. Walk the Plank Children have to walk in a perfect straight line one foot exactly in front of the other with arms outstretched to the sides (children could also walk along benches). Boom Coming Over Teacher makes action of boom moving across deck. Children must duck down to avoid. The children curl into a ball on the floor Captain's Wife Everyone curtseys (boys think this is hilarious!). Captain's daughter Children pose like a model (one hand on hip. the other outstretched and slightly bent) and say "Oooooooooooh!" or make a wolf whistle (if your ears can stand it!) OR Children wiggle hips and blow a kiss. Submarines Children lie on floor with one leg raised like a periscope Shark Attack Crouch with bent arm forming fin of shark OR Lie on back with arm in the air. Fire the Cannon Children run in to pairs and pretend to light the cannon, shout "boom!" and jump in the air. Hit the Deck Children lie down on their stomachs as quickly as possible. Crow's Nest Children stand on one leg which becomes the mast, the other foot rests on that knee to become the crows nest and their torso is the pirate looking out to sea, hand above eyes!!! OR Have students run to the Jump Ball or Face Off circle in the middle of the gym.. the last student into the circle is out. OR Children peer into the distance and shout "land ahoy!" Rats on board Children sit on the floor, hugging their knees, whilst feet are raised off floor. Bombs overhead The children crouch and cover their head for 'protection'. They are not able to get up until 'All clear' is called. Anyone who gets up or moves before the 'all clear' is out. Crouch on floor with hands over head Rowboats Pair up facing each other, soles of feet touching and join hands then rock backwards and forwards in rowing motion Port Run to left-hand side of hall Starboard Run to right-hand side of hall Bow Run to front of hall Stern Run to back of hall Sharks Sit with feet off floor, hugging knees OR get back on to the ship (reform line) North / South / East / West Children all run in appropriate direction Last One in the Dinner Line Children all line up in a very straight line Compass Point Children all gather in centre of the room Three Men in a Lifeboat Children get into groups of three. Pieces of Eight Run around and pretend to catch a parrot. Flap arms and shout "pieces of eight". Mutiny Find a partner and sword fight. Run around the room sword fighting everyone. Stormy Weather Rock from side to side. Up on Deck! Children have to jump on to benches. The last person left with their feet on the floor is out! "Land AHoi" with a direction The children walk in the direction called with hand's cupped just above their eyebrow's (looking for the land ahead). "Land AHoi" with no direction Here the children decide, which direction they want to take! Bombs Overhead Teacher calls out 'bombs overhead' and throws 3 soft sponge balls at the children. Children are required to dodge the 'bombs.' If the children unfortunately get hit by a ball they are out of the game. Day 10 Students will A1–1 perform locomotor skills through a variety of activities A1–10 demonstrate body and space awareness when performing space awareness games A1–11 demonstrate an understanding of basic rules and fair play for simple games B1–3 experience and improve continued frequency of involvement in cardio-respiratory activities C1–4 identify different roles in a variety of physical activities C1–5 display a willingness to play cooperatively with others in large and small groups C1–3 identify and demonstrate etiquette and fair play Line up and get a drink Materials: basketballs, nets, cones, hula hoops Transitions: Poison Tag ("It" keeps his/her hand on the spot where tagged.) Anticipatory set: Review different walks and go into centers to explore movements. Guided Practice: Fox and Squirrel similar to elbow tag, except pairs face each other making bridge with arms in the air (hands touching) in order for the person to be safe, he/she must duck under the arms of one person and take their place person displaced is now being chased Independent Practice: Octopus tag as above, but if tagged that person sits where he/she got tagged and attempts to wave arms to tag runners going by if successful in tagging someone checklist D1–3 show a willingness to listen to directions and simple explanations D1–7 try a challenging movement experience based on personal abilities from seated position, switch positions octopus players not allowed to slide around on bottoms! British Bulldog one person is it, standing in middle of gym (designated start area for each round) rest of class is lined up along one wall "IT" calls "British Bulldog", at which point entire class attempts to safely run to other side of gym if tagged by IT, they help IT for further rounds IT and those tagged must always start each round in designated area be sure to set boundaries so students slow down before the wall! continue until all students are tagged Closure: Red, Light, Green Light Transitions Line up and get a drink Assessment: Sportsmanship 30% Skill Development 50% Safety 20%