TECHNIQUE
Today we are going to learn how to run without bumping into others.
IMPORTANCE
Running without bumping into others is important because you may injure yourself or others.
VOCABULARY
Bumping: knock or run into someone else.
When running without bumping into others, it is important to:
1. Keep your head up.
2. Look around for other students.
3. Avoid touching other students.
PRACTICE
- Line up on the baseline shoulder-to-shoulder. When I say, “GO!” walk down and back like a turtle without touching anyone.
- When I say, “GO!” run like a dog down and back without touching anyone.
- When I say, “GO!” run like a cheetah down and back without touching anyone.
SEAGOING SHIPS
TIME
10-20 minutes
NUMBER OF STUDENTS
No restrictions
EQUIPMENT
Optional: 1 flag per student
STORYLINE
Today we are playing Seagoing Ships. In this game, you are all ships trying to cross the ocean safely. Your goal is to run without bumping into others and make it to the other side without being taken over by a pirate (tagger).
INSTRUCTIONS
- I will begin as the pirate.
- Before the game begins, line up on the baseline shoulder-to-shoulder.
- I will call out a ‘Yes’ or ‘No’ statement (Do you have a pet? Did you eat breakfast this morning? Are you wearing shoes? Have you ever been to the beach?).
- If you answer, “Yes” you must run to the end line without being tagged.
- If you answer, “No” you stay on the baseline.
- You have three seconds to leave the baseline after I call out the statement.
- If you are tagged or go out-of-bounds, you become a pirate the next round.
- We will begin a new game once there are no ships left.
Game 1: Give ships three lives or chances when tagging.
Game 2: Play as indicated above.
Game 3: Play with flags instead of tagging.
Exit Ticket: Students run without bumping into others to get into line before exiting class.
TEACHING TIPS
- Approach:
- Use general ‘Yes’ or ‘No’ statements so most students can participate.
- Safety:
- Remind students to keep their heads up when crossing to avoid bumping into others.
- 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:
- If I bump into others while running I could...
- I did my best not running into others by...
MEDUSA TAG
TIME
10-20 minutes
NUMBER OF STUDENTS
No restrictions
EQUIPMENT
None
STORYLINE
Today we are playing Medusa Tag. In this game, you are humans that have entered into Medusa’s Lair (playing field). Be careful, Medusa (tagger) has the power to turn you into a stone statue. Your goal is to run without bumping into others as you avoid Medusa’s touch and remain a human.
INSTRUCTIONS
- For the first game, I will start as Medusa.
- The tagger(s) must use a two-finger butterfly tag.
- When I say, “GO!” you have to avoid being tagged by Medusa.
- If you are tagged or run out-of-bounds, you immediately turn into a statue (freeze in place).
- You can be freed if one of your classmates tags you on the shoulder.
- We will begin a new game after 3-4 minutes or when everyone becomes a statue.
Game 1: Teacher is Medusa.
Game 2: Teacher + 1-2 students are Medusa.
Game 3: Reduce the field to half the size to increase difficulty.
Variation: Let the tagger select the statue position the other students must freeze in. An added challenge could be assigning positions that require balancing.
Exit Ticket: Students run without bumping into others to get into line before exiting 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:
- If I bump into others while running I could...
- I did my best not running into others by...
SHARKS AND MINNOWS
TIME
10-20 minutes
NUMBER OF STUDENTS
No restrictions
EQUIPMENT
10 short cones
Optional: 3 hula-hoops
STORYLINE
Today we are playing Sharks and Minnows. In this game, you will be minnows trying to swim across shark infested waters. Your goal is to run without bumping into others as you avoid being eaten by the shark (tagger).
INSTRUCTIONS
- When I say, “GO!” you have to cross the ocean without being tagged by the shark.
- If you are tagged or run out-of-bounds, you become seaweed for the next round.
- Seaweed can tag minnows, but cannot move their feet.
- If you make it to an end zone without being tagged, you are safe.
- We will begin a new round when every minnow crosses the ocean or has been tagged by the shark.
Game 1: Teacher is the shark.
Game 2: Teacher begins as the shark. Tagged students become sharks.
Game 3: Add safe zones (hula-hoops) for minnows (no more than four in a hula-hoop at a time).
Exit Ticket: Students run without bumping into others to get into line before exiting class.
TEACHING TIPS
- Approach:
- If students become upset when they are tagged, consider giving minnows “three lives” before they become seaweed.
- If students take too long to cross the ocean, consider adding a 10 second time limit.
- Ask students what kind of shark they are. Make being a shark an exciting part of the game.
- Safety:
- Remind students to be aware of their surroundings and to avoid bumping into others.
- 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:
- If I bump into others while running I could...
- I did my best not running into others by...