SHAPE STANDARDS
S1.E2.5- Uses appropriate pacing for a variety of running distances.
S1.M24.6- Attempts correct technique for basic skills in 1 self-selected individual-performance activity. Grade level appropriate demonstration of skill appears in 6th grade.

CASEL STANDARDS
Self-Management: Self-Motivation

ASSESSMENT RUBRIC

 

Objective: Pace for different distances

Running Unit | Level 21

TECHNIQUE
Today we are going to learn how to pace for different distances.

IMPORTANCE
Pacing is important because it allows you the ability to move for longer periods of time without needing to stop.

VOCABULARY
Pace:
consistent and continuous speed in walking, running, or moving.

When pacing for different distances, it is important to:

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1. Plan your speed before you begin.

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2. Start out slow (you can always run faster at the end if you have extra energy).

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3. Adjust your speed based on your level of perceived exertion (but do not stop running).

PRACTICE

  1. Stand on your dot. When I say, "GO!" hold your breath and try to run in place while I count aloud to ten. How did that feel? 
  2. When I say, “GO!” run in place as I count aloud in sets of three seconds (i.e. breathe in 1-2-3, breathe out 1-2-3.) How was that different?

SATELLITE

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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. In this game, you are satellites orbiting great distances through outer space. Your goal is to pace for different distances as you adjust your speed to avoid the asteroids and other satellites in space.  

INSTRUCTIONS

  • Before the game begins, satellites will begin on the outside of the track and the thrower will begin inside the circle. 
  • When I say, “GO!” satellites must start running, walking or jogging clockwise around the track at their own pace (satellites cannot change direction or move backwards).
  • The thrower will try to destroy the satellites by throwing asteroids.
  • If a satellite is hit, change direction or stops moving, he/she becomes a satellite defender. Satellite defenders, stand in between the two circles and try to block asteroids from the thrower.
  • A new game begins when all students are satellite defenders.
 

Game 1: Play as indicated above. The teacher can help the thrower.
Game 2: Add another thrower.
Variation: If adding satellite defenders is too complicated, a hit satellite may be momentarily frozen.
Exit Ticket: Students run three laps around the field without stopping on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Keep games fairly short (3-4 minutes) so that satellites 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 will you do to get better at pacing?
    • How might you encourage a classmate who is struggling with pacing?

RATATAT! II

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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! II. In this game, we are racing around the course. Your goal is to pace for different distances as you switch directions to catch your opponent before they catch you. 

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 begin running around the course (stepping on each dot).
  • If you hear me call out, “Ratatat!” you must switch directions (run the opposite way) and pace for a new distance.
  • Once you have made it back to your team, high-five 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 your opponent, tag him/her with two-fingers.
  • 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 fuzzy balls to pass off.
Exit Ticket: Students run three laps around the field without stopping on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Depending on class size and classroom management, add more or less courses.
  • 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 will you do to get better at pacing?
    • How might you encourage a classmate who is struggling with pacing?

TREASURE STASH II

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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 II. In this game, the pirates are trying to capture all the treasure (fuzzy balls). Your goal, as a pirate, is to pace for different distances to avoid getting arrested by the Navy (taggers).   

INSTRUCTIONS

  • I will select two students to be the Navy. The Navy must start in the middle of the field.
  • When I say, “GO!” run into the field, take a piece of treasure and return it to your pirate ship.
  • 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: Add two more Navy shipmen/women.
Game 3: If pirates are tagged they become Navy.
Game 4: Play as indicated above with flags for each pirate.
Exit Ticket: Students run three laps around the field without stopping on the way to line up to go back to class.

 

TEACHING TIPS

  • 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 will you do to get better at pacing?
    • How might you encourage a classmate who is struggling with pacing?