SHAPE STANDARDS
S1.E2.5- Uses appropriate pacing for a variety of running distances.
S1.M24.6- Attempts correct technique for basic skills in 1 self-selected individual-performance activity. Grade level appropriate demonstration of skill appears in 6th grade.

CASEL STANDARDS
Self-Management: Self-Motivation

ASSESSMENT RUBRIC

 

Objective: Sprint

Running Unit | Level 24

TECHNIQUE
Today we are going to learn how to sprint. 

IMPORTANCE
Sprinting is important because it improves your top-end or maximum speed. You will be able to sprint faster, thus increasing the range of speed that you are capable of achieving.

VOCABULARY
Starting block:
a shaped rigid block for bracing the feet of a runner at the start of a race.

When sprinting, it is important to:

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1. Begin in a block start position.

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2. Pull your body into an upright running position as you begin to sprint forward and keep your arms in an "L" shape.

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3. Run on your toes and bring your knees up to a 90-degree angle to increase your pushing force as the foot hits the ground.

PRACTICE

  1. Line up on the baseline shoulder-to-shoulder. When I say, "GO!" sprint to the end line.   
  2. When I say, "GO!" sprint to the end line and back to the baseline.  

SPRINT RACES

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TIME
10-20 minutes

NUMBER OF STUDENTS
3-25 students per game

EQUIPMENT
1 short cone per team

STORYLINE
Today we are playing Sprint Races. In this game, your goal is to sprint as fast as you can and race against your classmates. 

INSTRUCTIONS

  • I will divide the class into teams of four.
  • With your team, decide who will race in the 1st, 2nd, 3rd and 4th sprint race.
  • Before the race begins, start in a block start position.
  • When I say, “GO!” runners may begin racing.
  • The first student to reach the finish line wins.
  • Student who are not racing may cheer on their teammate or get ready for the next race.
 

Game 1: Play as indicated above.
Game 2: Have each race a different length (i.e., 10m, 20m, 30m, 40m races).
Exit Ticket: Students sprint on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Discuss with students beforehand that this is a winning and losing game and if students do not feel comfortable they can participate in a noncompetitive game.
    • Choose 1-2 students to act as referees to determine a winner at the end of each race.
  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation:
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • At what angle should you bring your knees up to while sprinting?
    • How could you encourage a classmate who is having a difficult time sprinting?

SHARKS AND MINNOWS II

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
20 short cones (red, yellow, blue, green)
4 hula-hoops (red, yellow, blue, green)
4 tall cones (red, yellow, blue, green)

Optional: 24 fuzzy balls

OBJECTIVE
Today we are playing Sharks and Minnows II. In this game, the objective is to sprint past the shark and be the last minnow standing.

INSTRUCTIONS

  • I will select one student to be the shark (tagger). The shark must start in the middle of the field.
  • Before the game begins, line up at the baseline in a block start position.
  • When I say, “GO!” the minnows have to get to the end line without being tagged by the shark.
  • If you are tagged or go out-of-bounds, you become a shark.
  • If you make it to the end line without being tagged, you are safe.
  • We will begin a new round when all the minnows get to the end line or get tagged by the shark.
  • We will start a new game when there is one minnow remaining.
 

Game 1: Play as indicated above. Minnows have to start on the baseline in block starts.
Game 2: Instead of tagging, have students pull flags.
Game 3: Add safe zones (hula-hoops) for minnows.
Variation: Let tagged students stand on the side of the field (either side) and throw fuzzy balls at the minnows. Tagged or hit minnows can either be throwers or sharks.
Exit Ticket: Students sprint on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Remind students they are not keeping score of how many cones they retrieve, but working as a team.
  • Safety:
    • This is not a race. It is more important for students to do the motion correctly.
  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation:
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • At what angle should you bring your knees up to while sprinting?
    • How could you encourage a classmate who is having a difficult time sprinting?

SAVE THE TURTLES

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-25 students per game

EQUIPMENT
11 short cones
24 fuzzy balls
10 shorts cones
Optional: 4 large cones

STORYLINE
Today we are playing Save the Turtles. In this game, marine biologists (runners) are on assignment in Turtle Island to save the turtles from the pirates (throwers). Your goal is to sprint across the field to bring the turtles back to the biology lab (baseline) safely.

INSTRUCTIONS

  • Before the game begins, I will divide the class into two teams- the marine biologists and the pirates.
  • Marine biologist will line up in a block start on the baseline and pirates will throw from behind the cones.
  • When I say, “GO!” the marine biologist can sprint to the shore (end line) to grab a turtle.
  • If a marine biologist is hit by a cannonball (fuzzy ball) thrown by a pirate, he/she must return the turtle and wait to be rescued by another marine biologist. Both of you will receive a free walk back to the biology lab.
  • All throws must be made below the neck. Heads shots do not count.  
  • Marine biologists may only save one turtle or rescue one stranded teammate at a time.
  • We will begin a new game when all turtles have been rescued or all biologists are stranded on Turtle Island.   
 

Game 1: Play as indicated above.
Variation: Add tall cones that marine biologists must transport in pairs back to the biology lab.
Exit Ticket: Students sprint on the way to line up to go back to class.

 

TEACHING TIPS

  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation:
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • At what angle should you bring your knees up to while sprinting?
    • How could you encourage a classmate who is having a difficult time sprinting?