SHAPE STANDARDS
S1.E2.3- Travels showing differentiation between sprinting and running.
S2.E3.3- Combines movement concepts (direction, levels, force, time) with skills as directed by teacher.

CASEL STANDARDS
Self-Management: Self-Motivation

ASSESSMENT RUBRIC

 

Objective: Move around a corner

Running Unit | Level 16

TECHNIQUE
Today we are going to learn how to move around a corner. 

IMPORTANCE
Moving around a corner is important because allows you to move in different directions that are necessary when playing a game.

VOCABULARY
Round the corner:
make the running path less abrupt than the edge of the boundary.

When moving around a corner, it is important to:

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1. Lean your body in the direction of the corner.

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2. Round the corner to avoid losing too much speed.

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3. Aim for the point of the corner.

PRACTICE

  1. Line up on the baseline shoulder-to-shoulder. When I say, "GO!" run around the entire border of cones one at a time. The next person in line does not leave until you have reached the first corner.

TURN THE CORNER

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TIME
10-20 minutes

NUMBER OF STUDENTS
5-20 students per game

EQUIPMENT
16 short cones

STORYLINE
Today we are playing Turn the Corner. Your goal is to move around the corner to get from one end zone to the other without being caught by the shark (tagger).

INSTRUCTIONS

  • I will select one person to be the shark. The shark will start in the middle of the field.
  • When I say, "GO!” everyone must get to the other end zone without getting tagged by the shark.
  • If you are tagged or go out-of-bounds, you become a shark.
  • If you make it to an end zone without being tagged, you are safe.
  • We will begin a new round when everyone makes it to the end zone or gets tagged.
 

Game 1: Play as indicated above.
Game 2: Tagged students become seaweed and can tag other minnows, but cannot move their feet.
Exit Ticket: Students run around a cone as they line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Make the corner smaller if you find that students are not using the proper technique.
  • 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 is one important thing to do while running around a corner?
    • How could you encourage a classmate who is having a difficult time running around corners? 

BOAT CAPTAINS

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TIME
10-20 minutes

NUMBER OF STUDENTS
5-25 students per game

EQUIPMENT
20 short cones
Optional: 1 flag per student

STORYLINE
Today we are playing Boat Captains. In this game, you are boat captains that are sailing in the harbor, waiting for orders to leave and go to the shore or to the sea. Your goal is to move around the corner to complete your mission without being caught by the sea monster (tagger).

INSTRUCTIONS

  • Before the game begins, I will select two students to be sea monsters. One sea monster will begin on each side of the harbor. Everyone else is a boat captain and must dock in the harbor (stand on the sidelines in the harbor).
  • When I say, “GO!” the boat captains will begin sailing (jogging) to the other side of the harbor. Before they reach the other side, I will give the orders (to the “sea” or to the “shore”) at which point they must get to that end zone without being tagged by a sea monster.
  • If you are tagged or go out-of-bounds, you become a sea monster in the next round.
  • If you make it to the end zone without being tagged, you are safe.
  • We will begin a new round when all the boat captains have made it to their end zone or have been tagged.
  • We will start a new game when there are two boat captains remaining. The last two captains become the new sea monsters.
 

Game 1: Play as indicated above.
Game 2: Allow each boat captain to choose which direction they want to go (must decide before reaching the other side of the harbor).
Variation: Instead of tagging have boat captains wear flags that must be pulled by sea monsters.
Exit Ticket: Students run around a cone as they line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • The focus is to have students move around a corner, so make sure students leave the harbor as soon as the orders are given.
  • 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 is one important thing to do while running around a corner?
    • How could you encourage a classmate who is having a difficult time running around corners?

RATATAT!

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TIME
10-20 minutes

NUMBER OF STUDENTS
6-20 students per game

EQUIPMENT
4 dots per course (2 red, 2 yellow, 2 blue, 2 green)
2 tall cones per course
Optional: 2 batons per course

STORYLINE
Today we are playing Ratatat! In this game, your goal is to move around the corners to catch the other team before they catch you. Just listen carefully for, “Ratatat!” 

INSTRUCTIONS

  • I will divide the class into four teams. Each team will line up behind a tall cone.
  • When I say, “GO!” the first person in each team will run around the course (stepping on each dot).
  • If you hear me call out, “Ratatat!” you must switch directions (run the opposite way).
  • Once you have made it back to your team, high-give the next person in line. Do so quickly, so that he/she may begin running before your opponent catches up.
  • If you catch up to the other team, tag them with a two-finger tag.
  • We will begin a new round when someone is tagged.
 

Game 1: Let students run a few laps before incorporating a “Ratatat!”.
Game 2: Call out, “Ratatat!” a few times in each round.
Variation: Consider giving groups a baton to pass off.
Variation: To increase participation, create more courses and teams (depending on class size and classroom management).
Exit Ticket: Students run around a cone as they line up to go back to class.

 

TEACHING TIPS

  • Safety:
    • Students should be mindful of tagging properly and not running into each other when high-fiving.
  • 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 is one important thing to do while running around a corner?
    • How could you encourage a classmate who is having a difficult time running around corners?