SHAPE STANDARDS
S1.E2.4- Runs for distance using a mature pattern.
S2.E3.4- Applies the movement concepts of speed, endurance, and pacing for running.

CASEL STANDARDS
Self-Management: Self-Motivation

ASSESSMENT RUBRIC

 

Objective: Keep a safe distance from an opponent

Running Unit | Level 17

TECHNIQUE
Today we are going to learn how to keep a safe distance from an opponent.

IMPORTANCE
Keeping a safe distance from an opponent is important because it improves your spatial awareness and is needed when guarding or matching an opponent.

VOCABULARY
Opponent:
someone who competes against another in a contest or game.

When keeping a close distance from an opponent while moving, it is important to:

1. Keep your head up and know where your opponents are.

2. Do not run in the direction of your opponent.

 

PRACTICE

  1. Move onto Skills Game – Squirrels & Acorns.

SQUIRRELS & ACORNS

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TIME
10-20 minutes

NUMBER OF STUDENTS
6-25 students per game

EQUIPMENT
24 fuzzy balls
4 hula-hoops
4 short cones
4 flags

STORYLINE
Today we are playing Squirrels and Acorns. In this game, you are squirrels gathering all the acorns (fuzzy balls). Your goal is to keep a safe distance from the cats (taggers) as you bring the acorns back to your team.  

INSTRUCTIONS

  • I will divide the class into four teams. Each team must line up behind one short cone.
  • I will select two students to be the cats (using flags to tell who they are). The cats must start in the middle of the field.
  • When I say, “GO!” the person in the front of each line will run into the field, take an acorn from one of the hula-hoops, return it to their hula-hoop and high-five the next person on their team without being tagged by a cat.
  • If you get tagged, you must return the acorn to its hoop and go back to your team empty-handed.
  • You can only grab one acorn at a time.
  • You cannot throw an acorn. You must place it in your hula-hoop.
  • We will begin a new round after two minutes or when all acorns have been gathered.
 

Game 1: Play as indicated above.
Game 2: Play with three cats.
Game 3: Play with four cats.
Variation: Put a time limit of 20 seconds each squirrel is allowed out in the field. Have their teammates count down from 20.
Exit Ticket: Students must run past three opponents (selected by teacher), without getting tagged, as they try to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Start with two capable defenders to challenge the rest of the students.
    • Depending on your class size, have more or less teams of squirrels.
  • 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 keeping a safe distance from your opponent improve?
    • What was frustrating about getting into line today?

SATELLITE X 2

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-20 students per game

EQUIPMENT
20 short cones
24 fuzzy balls

STORYLINE
Today we are playing Satellite x 2. In this game, you and a partner are satellites cruising through space, set on a course to orbit the planet. Look out for the asteroids (fuzzy balls), which can get into your pathway and destroy your mission. Your goal is to keep a safe distance from the thrower to avoid being hit by an asteroid. 

INSTRUCTIONS

  • I will divide the class into teams of two.
  • Before the game begins, everyone must be on the outside of the track so that there is space between you and the students behind you.
  • When I say, “GO!” you and your partner must start running, walking or jogging clockwise around the track at your own pace (you cannot change direction or move backwards).
  • The thrower will try to destroy both of you by throwing asteroids.
  • If one of you is hit, change direction or stop moving, you become a satellite defender. As satellite defender, your job is to protect your partner from asteroids.
  • When both of you have been hit, you both become throwers.
  • A new game begins when all the students have been hit by asteroids or if a new thrower(s) is selected.
 

Game 1: Teacher is the thrower.
Game 2: Students begin as throwers.
Variation: If adding satellite defenders is too complicated, a hit runner may be momentarily frozen.
Exit Ticket: Students must run past three opponents (selected by teacher), without getting tagged, as they try to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Keep games fairly short (3-4 minutes) so that runners have a chance to rest.
  • Student Role:
    • Have a student be a ball master and toss the asteroids back to the thrower.
  • 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 keeping a safe distance from your opponent improve?
    • What was frustrating about getting into line today?

TREASURE STASH

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TIME
10-20 minutes

NUMBER OF STUDENTS
6-25 students per game

EQUIPMENT
24 fuzzy balls
4 hula-hoops
9 short cones (1 red, 1 yellow, 1 blue, 1 green)
Optional: 1 flag per student

STORYLINE
Today we are playing Treasure Stash. In this game, pirates are stealing treasure from the Navy. Your goal, is to keep a safe distance from the Navy as you and your team capture all the treasure (fuzzy ball) and bring it back to your ship without getting arrested by the Navy.  

INSTRUCTIONS

  • I will divide the class into four pirate teams.
  • I will select two students to be the Navy. The Navy must start in the middle of the field.
  • When I say, “GO!” one pirate from your team will run into the field, take a piece of treasure, return it to your pirate ship and high-five the next student.
  • You may only carry one piece of treasure at a time and cannot pass or throw it to a teammate.
  • The islands (hula-hoops) are where you can stash your treasure. If you stash your treasure on an island, you must leave it behind and return to your pirate ship.
  • If you get tagged by the Navy, you must return the piece of treasure and go back to your team empty-handed.
  • We will begin a new round after all the treasure has been stashed or a new Navy has been selected.
 

Game 1: Play as indicated above.
Game 2: Play as indicated above with flags for each pirate.
Game 3: Add a Navy prison. If a pirate gets tagged he/she goes to prison and must be freed by another teammate tagging him/her. 
Variation: Consider allowing pirates to use islands as safe zones, where the Navy cannot tag them for 10 seconds.
Variation: Consider adding more Navy shipmen/women.
Exit Ticket: Students must run past three opponents (selected by teacher), without getting tagged, as they try to line up to go back to class.

 

TEACHING TIPS

  • Safety:
    • To avoid injury, make sure students are using two-finger butterfly tags.
  • 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 keeping a safe distance from your opponent improve?
    • What was frustrating about getting into line today?