SHAPE STANDARDS
S2.E3.4- Applies the movement concepts of speed, endurance, and pacing for running.
S2.E5.4a,b- Applies simple offensive and defensive strategies in chasing and fleeing activities.

CASEL STANDARDS
Self-Management: Self-Motivation

ASSESSMENT RUBRIC

 

Objective: Use a fake to get away from a defender

Running Unit | Level 19

TECHNIQUE
Today we are going to learn how to use a fake to get away from a defender.

IMPORTANCE
Using a fake to get away from a defender is important because it leads your opponent in the opposite direction you are trying to go in.  

VOCABULARY
Fake:
a movement that is intended only to deceive the opponent to believe you will do something you will not do.

When using a fake, it is important to:

1.png

1. Step in the direction you are faking to go (sell the fake with your shoulders).

2.png

2. Push off the outside of your foot.

3.png

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

PRACTICE

  1. I will divide the class into two groups.  Form a line with your group, starting at the baseline.  When I say, "GO!" take turns running up to the tall cone (defender) and faking to the left so you can run to the right and to the midline.  When you reach the midline, run back to your line and high-five the next player in line. 
  2. When I say, “GO!” complete the same task but faking to the right so you can run to the left and out to the midline.

CHAOS FLAG TAG

Screen Shot 2017-01-18 at 10.06.28 AM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
No restriction

EQUIPMENT
1 flag per student

STORYLINE
Today we are playing Chaos Flag Tag. In this game, your goal is to use a fake to get away from a classmate before he/she pulls your flag.

INSTRUCTIONS

  • When I say, “GO!” you have to try to pull the flags of your classmates and avoid your flag being pulled.
  • If your flag is pulled, you are down and must sit or crouch.
  • You can get up when the student that pulled your flag is down.
  • If you and another student pull each other’s flags at the same time, Ro Sham Bo to determine who goes down.
  • You are safe when you are doing Ro Sham Bo.
  • You may not form an alliance or partner up with another student. This is an individual game.
  • We will begin a new round when there is only one remaining student.
 

Game 1: Call a jailbreak (everyone is free) every few minutes.
Game 2: Shrink the field in half.
Game 3: Allow students to have a one-person alliance.
Game 4: Green vs. Blue - two teams battle until only members from one team remain.
Variation: Tagged students on the ground can pull students’ flags to get back up.
Variation: Tagged students can crawl on the ground and pull students’ flags to get back up.
Exit Ticket: In pairs, students fake a defender on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Highlight the importance of individual play to keep the game honest and fair.
  • Safety:
    • To avoid injury, make sure students put on their flag properly so that they pull away easily.
  • 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:
    • When should you use a fake?
    • What was one thing that was challenging for you about faking?

SHARKS & SAILORS

Screen Shot 2017-01-18 at 10.10.40 AM.png

TIME
15-25 minutes

NUMBER OF STUDENTS
5-25 students per game

EQUIPMENT
6 hula-hoops
1 flag per student

STORYLINE
Today we are playing Sharks & Sailors. In this game, you are sailors sailing from island to island in shark-infested waters. Your goal is to get safely from each island by using a fake to get away from a shark (tagger).

INSTRUCTIONS

  • I will select two students to be sharks, using flags to tell who you are.
  •  When I say, “GO!” sailors must run from one island (hula-hoop) to the next without being tagged.
  • You are safe for 10 seconds on an island.
 

Game 1: Once a student is tagged, he/she is wrecked (frozen) until another student frees them with a high-five.
Game 2: Once a student is tagged, he/she is wrecked (frozen) until you yell out, “All boats repaired!”
Game 3: Tagged sailors become sharks and the game ends when there are no more sailors.
Game 4: Sailors wear flags. Instead of tagging, pull flags. In this version, sharks do not wear flags.
Game 5: Remove 1-2 islands.
Variation: Add or remove islands to increase/decrease difficulty.
Exit Ticket: In pairs, students fake a defender on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Start with two very capable sharks to make the game a challenge for the other student.
  • 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:
    • When should you use a fake?
    • What was one thing that was challenging for you about faking?

CORE ROCKS

Screen Shot 2017-01-18 at 10.07.48 AM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
8-30 students per game

EQUIPMENT
5 short cones
1 flag per 2 students
8 fuzzy balls
4 hula-hoops
Optional: 2+ fuzzy balls
Optional: 2 hula-hoops
Optional: 1 flag per student

STORYLINE
Today we are playing Core Rocks. In this game, your goal is to use a fake to get away from a defender and get all the rocks (fuzzy balls) on your team’s side.

INSTRUCTIONS

  • I will divide the class into two teams. Each team begins on their side of the field.
  • When I say, “GO!” you have to grab the other team’s rocks or defend your team’s rocks. You may only grab one rock at a time.
  • If you cross the midline and enter the other team’s side, you can be tagged. You cannot be tagged when you are on your side of the field.
  • If you are tagged, you must go back to your side. If you are in possession of a rock when you are tagged, you must return it.
  • We will begin a new game when one team has all the rocks on their side of the field.
 

Game 1: Play as indicated above.
Game 2: When a student is tagged, they are frozen in place until a teammate frees them with a high-five.
Game 3: Add a jail (hula-hoop) to each side for tagged students. A teammate may only free one jailed student at a time with a high-five, but may not try to take a rock at the same time.
Variation: Consider adding more rocks to increase difficulty level.
Variation: Instead of tagging, pull flags.
Exit Ticket: In pairs, students fake a defender on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Depending upon how well the teams work together, consider mixing them up between games.
  • Safety:
    • To avoid injury, make sure that students properly put on the flag belts so that they pull away easily.
  • 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:
    • When should you use a fake?
    • What was one thing that was challenging for you about faking?