SHAPE STANDARDS
S4.E4.4b- Accepts players of all skill levels into the physical activity.


CASEL STANDARDS
Relationship Skills: Relationship Building
Relationship Skills: Teamwork

ASSESSMENT RUBRIC

 

Objective: Aim for a personal best

Sportsmanship Unit | Level 19

TECHNIQUE
Today we are going to practice aiming for a personal best. 

IMPORTANCE
Aiming for your personal best is important because it helps you and your team to achieve goals and be successful players.

VOCABULARY
Personal best:
the best achievement one has ever had.

These phrases can be used during different situations that may come up while playing a game with teammates: 

Disagreeing Phrases

  • “I feel ___ when you do___.“
  • “Maybe we could try ___?“
  • “You/we might consider trying….”
  • “I noticed ______ , but I wish ____.”
  • “Something I liked is ____ because _____.”
  • “I see your point, but what about _____?”
  • “What if we did _____?“
  • “How about we try _____?”

Encouraging Phrases

  • "You can do it!”
  • "Keep going!”
  • “I am confident in your ability.”
  • “We care about you.”
  • “I know you can handle it.”
  • “We can do this together.”
  • “We need your help with ___.“
  • “Can you help us do ____?“
  • “We won’t be able to do ___ without you.”
  • “We really want you to be a part of our team.”

Congratulating Phrases

  • “You really improved today.”
  • “It’s obvious you did your best.”
  • “It made me feel good when you did ____.”
  • “I appreciated _____.“
  • “Thank you for doing ____ in the game.”
  • Give each other high-fives or a hug after a game or challenge.

FLYING UFO

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 hula-hoop per 3 students
Optional: 24 fuzzy balls

STORYLINE
Today we are playing Flying UFO. Your goal is to move as a group in your UFO (hula-hoop). Remember to always aim for a personal best and do not worry about someone else's score.

INSTRUCTIONS

  • I will divide the class into groups of three.
  • Each group will have one UFO.
  • You must keep all body parts inside the UFO while completing certain tasks.
  • You must remain safe inside the UFO – you cannot stretch or pull the saucer or it will bend and break.
 

Game 1: Each group must work together to travel to the midline inside the UFO.
Game 2: Each group must work together to travel to the end line inside the UFO.
Game 3: Each group must work together to perform certain tasks (sit down together, turn 360 degrees together, jump up and down) in the UFO.
Variation: Spread 24 fuzzy balls on the field. Each group must work as a team to try and retrieve as many fuzzy balls as possible while staying inside the UFO.
Exit Ticket: Students share how "being successful" and "aiming for a personal best" are connected.

 

TEACHING TIPS

  • Approach:
    • Rotate students after each game so everyone gets a chance to work with different partners.
  • Safety:
    • When inside the hoop, students should move together so no one trips or falls.
  • 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: 
    • What does it mean to aim for your personal best?
    • In what way do you feel you were successful today?

GOPHER TUNNEL

TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
6 hula-hoops
1 fuzzy ball

STORYLINE
Today we are playing Gopher Tunnel. Your goal is to work together to form a tunnel so that each team member can go through. Remember to always aim for a personal best and do not worry about someone else's score.

INSTRUCTIONS

  • Before the game begins, I will select two students for every hula-hoop to hold on either side as the tunnel builders.
  • I will select a student to crawl like a gopher through the tunnel.
  • Everyone will take turns either being the gopher or a tunnel builder.
  • You may only move safely through the tunnel.
 

Game 1: Have each student go through the tunnel once.
Game 2: Have a student try and throw a fuzzy ball through the tunnel, then, like a gopher, chase after it.
Game 3: Have students try and walk backwards through the tunnel.
Game 4: If students are careful, have two students crawl through the tunnel in opposite directions.
Game 5: Spread out the tunnel so the hoops are far away from each other (about five feet apart) and students have to run in between each one.
Exit Ticket: Students share how "being successful" and "aiming for a personal best" are connected.

 

 TEACHING TIPS

  • Approach:
    • Have students cheer on their classmates as they make their way through the tunnel.
    • Gophers can high-five tunnel builders as they go through the tunnel.
  • Safety:
    • Make sure students keep the hula-hoops still so gophers do not trip.
  • 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: 
    • What does it mean to aim for your personal best?
    • In what way do you feel you were successful today?

STARGATE

TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 hula-hoop
Optional: 1+ hula-hoop

STORYLINE
Today we are playing Stargate. In this game, the Stargate (hula-hoop) is a time machine that will take everyone who crosses through together to a place in time. Your goal is to get all students through the Stargate by passing it all the way around the circle. Remember to always aim for a personal best as you pass through the Stargate.

INSTRUCTIONS

  • I will decide what time, in the past or future, we are traveling to.
  • Before the game begins, stand in a circle and hold hands.
  • When I say, “GO!” pass the Stargate around the circle by climbing through it.
  • You cannot disconnect hands with the classmates on either side of you.
  • If a link breaks or the Stargate touches the ground, the game resets and we can try again.
  • We will begin a new game once everyone has made it through the Stargate.
 

Game 1: Play as indicated above.
Game 2: Add another Stargate.
Game 3: Students have to stand on one foot only.
Game 4: Count aloud so students can see how quickly they can complete a full circle pass.
Variation: Stargate Race- Using two hoops (one at either side of the circle), students try to make one Stargate catch the other by passing them as fast as possible (without stopping) around the circle.
Exit Ticket: Students share how "being successful" and "aiming for a personal best" are connected.

 

TEACHING TIPS

  • Approach:
    • Emphasize the need to communicate and encourage teammates in order to be successful.
  • Safety:
    • Students must be careful to not pull on one another when holding hands to avoid unnecessary injury.
  • 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: 
    • What does it mean to aim for your personal best?
    • In what way do you feel you were successful today?