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: Change direction while moving

Running Unit | Level 18

TECHNIQUE
Today we are going to learn how to change direction while moving.

IMPORTANCE
Changing direction while moving is important because it allows you to get open for a pass, pass to another player or score a point in a game. 

VOCABULARY
Change direction: 
to turn away or change course. 

When changing direction, it is important to:

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1. Push off of the outside of your foot.

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2. Turn your hips in the direction you are heading.

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3. Point your inside foot in the direction you are heading.

PRACTICE

  1. Move onto skills game- Running Bases. 

RUNNING BASES

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TIME
10-20 minutes

NUMBER OF STUDENTS
5-25 students per game

EQUIPMENT
16 short cones
1 fuzzy ball
1 small playground ball
Optional: 1 flag for each student

STORYLINE
Today we are playing Running Bases. In this game, your goal is to change direction while moving back and forth between the base zones as many times as possible without being tagged by the catchers.

INSTRUCTIONS

  • Before the game begins, choose one of the base zones to start in. 
  • I will select two students to be the starting catchers.
  • Catchers will guard their base zones and tag runners with the ball as they run back and forth.
  • When I say, "GO!" catchers will start tossing the ball and runners will try to run to the opposite base zone.
  • One foot must be inside the base zone to be considered safe.
  • Runners can go independently at any time.
  • If you are tagged by the ball, you become a catcher and the catcher becomes a runner.
 

Game 1: Play as indicated above with a playground ball. Teacher starts off as one of the throwers.
Game 2: Add a third thrower in the middle. Play with a fuzzy ball.  
Game 3: Add a third base (forming a triangle with the other two) as a jail for tagged runners. The jail can be freed if an outside runner can safely get into the base.
Variation: If tagging with a ball is too difficult, consider wearing flags.  Catchers must have the ball to pull a flag.
Exit Ticket: Students run around a cone as they line up to go back to class.

 

TEACHING TIPS

  • Safety:
    • Remind students to avoid bumping into other students while running back and forth.
  • 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 are two reasons why it is important to be able change directions while moving?
    • How might you get better at changing directions while moving?

LOOPHOLE

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-25 students per game

EQUIPMENT
16 short cones (4 blue, 12 orange)
Optional: 1 flag per student
Optional: 2 batons

STORYLINE
Today we are playing Loophole. In this game, your goal is to change direction while moving around the track and catch the other team. Look for the loopholes (tall cones), they can work to your advantage or get you caught.

INSTRUCTIONS

  • I will divide the class into two teams.
  • Before the game begins, each team will form a single file line behind one of blue cones.
  • When I say, “GO!” the first person in each line will run a lap clockwise around the course and try to catch the runner from the other team.
  • Each runner has the option to take a loophole (short cut at one of the blue cones) straight across to the other side of the track to get away from their opponent or catch up to them.
  • Each runner can only take one loophole per lap.
  • When you get back to your team, high-five the next person in line and go to the back of the line.
  • Your teammate cannot start running until he/she receive a high-five.
  • If you catch up to the other runner, tag him/her with a two-finger butterfly tag.
  • We will begin a new round when someone is tagged.
 

Game 1: Play as indicated above.
Game 2: Play with flags instead of tagging.
Variation: If students are not high-fiving one another, consider having them pass a baton to the next person.
Exit Ticket: Students run around a cone as they line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Be mindful about creating teams so that running skills are equally divided.
    • Remind students they must stay outside of the cones when running around the track.
  • 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 are two reasons why it is important to be able change directions while moving?
    • How might you get better at changing directions while moving?

4 WAY CAPTURE THE FLAG

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TIME
15-25 minutes

NUMBER OF STUDENTS
8-20 students per game

EQUIPMENT
16 short cones
4 short cones (red, yellow, blue, green)
4 flags

STORYLINE
Today we are playing 4 Way Capture the Flag. In this game, there are four teams each with a flag. Your goal is to change direction while moving to get all four flags into your part of the field.

INSTRUCTIONS

  • I will divide the class into four teams. Each team will begin with a flag towards the back corner of their rectangle.
  • You are safe while you are in your rectangle.
  • If you enter another team’s rectangle, you can be tagged. Only proper tagging techniques are allowed.
  • If you are tagged, you must go back to your rectangle within three seconds. If you are in possession of another team’s flag when you are tagged, the flag must be returned.
  • Flags cannot be passed or thrown.
  • When guarding your flag, you must remain three feet away from the short cone.
  • There are no safe zones around the flags.
  • We will begin a new round when one team has captured all four flags.
 

Game 1: Play as indicated above.
Game 2: Allow alliances between teams.
Variation: Allow a “Five Seconds of Invincibility Rule”. When the teacher calls out, “Five Seconds of Invincibility!” students are invincible for five seconds and cannot be tagged during this time (count aloud down from five so students know how much time they have).
Exit Ticket: Students run around a cone as they line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Do not put short cones and flags all the way in the back corner of rectangles or it will be too difficult to steal.
    • Allow one minute for teams to formulate a strategy or plan.
  • 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 are two reasons why it is important to be able change directions while moving?
    • How might you get better at changing directions while moving?