TECHNIQUE
Today we are going to learn how to slide and/or gallop in a game.
IMPORTANCE
Learning different locomotor skills is important because it helps strengthen other muscles in your legs that you do use when running forward.
VOCABULARY
Gallop: a movement with both the feet off the ground together with each stride.
When sliding and/or galloping it is important to:
SLIDE
1. Keep your shoulders pointed forward and knees bent.
2. Step with one foot to your right or left.
3. Bring your other foot right next to your lead foot.
GALLOP
1. Face the direction you want to go with one foot in front of the other.
2. Take a big step with your front foot.
3. Take a little step with your back foot.
PRACTICE
- Line up on the baseline shoulder-to-shoulder. When I say, “GO!” practice sliding to the midline and back.
- When I say, “GO!” practice galloping to the midline and back.
WILD ROUNDUP
TIME
10-20 minutes
NUMBER OF STUDENTS
4-25 students per game
EQUIPMENT
5 short cones
Optional: 24 fuzzy balls
Optional: 4 tall cones
STORYLINE
Today we are playing Wild Roundup. In this game, you are wild horses running free across the prairie (field). The rancher (tagger) wants to round you up into the corral (end zone). Your goal is to gallop away from the rancher to avoid being caught.
INSTRUCTIONS
- Before the game begins, the wild horses must line up on the baseline shoulder-to-shoulder.
- When I say, “GO!” the wild horses must gallop away from the ranchers (taggers must gallop too).
- If you are tagged, move without galloping or go out-of-bounds, you must go into the corral.
- You can be freed from the corral if another wild horse comes and gives you a high-five.
- You can only free one captured horse at a time.
- The rancher must use a two-finger butterfly tag.
- The rancher cannot enter the corral.
- We will begin a new game after 2-3 minutes or when all the wild horses are in the corral.
Game 1: Teacher is tagger.
Game 2: Teacher + 1-2 students are taggers
Game 3: Have students slide instead of gallop.
Game 4: Create a small barn by the baseline (using four cones) and place hay bales (fuzzy balls) on the field. Wild horses try to collect all the hay bales without being caught.
Exit Ticket: Students slide or gallop to line up before exiting class.
TEACHING TIPS
- Approach:
- Switch taggers every 2-3 minutes to avoid frustration and to give everyone a chance to be the rancher.
- Safety:
- Runners should be mindful of using the whole space without bumping into one another.
- 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:
- Sliding and galloping helps strengthen what parts of your legs?
- What about sliding and galloping was difficult for you?
ARCTIC SLIDERS
TIME
10-25 minutes
NUMBER OF STUDENTS
4-25 students per game
EQUIPMENT
11 short cones
24 fuzzy balls
Optional: 1 tall cone per student
STORYLINE
Today we are playing Arctic Sliders. In this game, we are in the Arctic Kingdom (field) and the Blizzard Wizard (thrower) is looking to turn all the Sneaky Sliders to ice by hitting them with magic snowballs (fuzzy balls)! Your goal is to slide across the Arctic Kingdom without being hit with a magic snowball.
INSTRUCTIONS
- At the beginning of the game, the Arctic Sliders must line up on the baseline and face the Blizzard Wizard.
- When I say, “GO!” you have to slide to the other side of the Arctic Kingdom without being hit by a magic snowball.
- If you are hit with a magic snowball, you are frozen solid in place for the rest of the round.
- One of your teammates may unfreeze you by tagging you on the shoulder during the next round.
- If you move without sliding (ex: running), you will automatically be frozen.
- We will begin a new round when all the Arctic Sliders reach the other side of the kingdom or are frozen.
Game 1: Play as indicated above.
Game 2: Students move constantly from one side of the field to the other (without a signal).
Game 3: Students pickup snow cones (tall cones), one at a time, from an end zone. When all snow cones have been gathered, the class has defeated the Blizzard Wizard!
Exit Ticket: Students slide or gallop to line up before exiting class.
TEACHING TIPS
- Approach:
- If there are too many students running at a time, consider dividing them into two heats.
- Safety:
- Students need to be mindful of keeping a safe distance from each other to avoid collisions.
- 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:
- Sliding and galloping helps strengthen what parts of your legs?
- What about sliding and galloping was difficult for you?
CHARIOTS OF FIRE II
TIME
10-20 minutes
NUMBER OF STUDENTS
6-20 students per game
EQUIPMENT
5 short cones
1 jump rope per 2 students
24 fuzzy balls
STORYLINE
Today we are playing Chariots of Fire II. In this game, knights are riding through the forest on their chariots, looking for silver coins (fuzzy balls). Your goal is to gallop through the forest to recover as many silver coins as possible.
INSTRUCTIONS
- I will divide the class into teams of two. Each pair will begin in the kingdom (end zone).
- I will select one of you to be the horse and the other to be the knight.
- The horse will put the center of the reins (jump rope) around their waist. Their job is to pull the chariot while galloping.
- The knight will hold on to the reins, at the handles, and be responsible for collecting the silver coins.
- When I say, “GO!” the knights and their horses will travel across the forest to retrieve silver coins and bring them back to their kingdom.
- Knights can only grab one silver coin at a time. Horses cannot pick up coins.
- At the beginning of each round, switch roles with your partner.
Game 1: Play as indicated above.
Game 2: After students have had a turn at both roles, have them slide instead of gallop.
Game 3: Spread the coins throughout the field. The horse and the knight then have to work together to retrieve as many coins as they can.
Exit Ticket: Students slide or gallop to line up before exiting class.
TEACHING TIPS
- Approach:
- Try switching the teams up as much as possible so different students work together.
- Safety:
- Students should be careful not to pull on the jump ropes or they may injure their partner.
- 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:
- Sliding and galloping helps strengthen what parts of your legs?
- What about sliding and galloping was difficult for you?