GO! Set. Continuous Table Relays. Ready 1 set of Speed Stacks per 2-4 students 1 table per 8-16 students. Speed Stacks
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1 Continuous Table Relays 1 set of per 2-4 students 1 table per 8-16 students Create large activity area tables end to end in a row Divide students into relay teams of 2-4 Place 2-4 sets of on each table (one set for each team) Line up teams single file with lead stacker at the table and remaining members behind the start line, seven feet back 1. Today s activity is Continuous Table Relays. 2. On the go signal, the lead stacker upstacks and downstacks in (or other predetermined) pattern while the remaining relay team members wait single file behind the starting line. 3. Once the lead stacker completes the pattern, they run toward the waiting stacker to tag with a hand tag. 4. Continue to take turns stacking until the stop signal. Stack in 3-6-3? Cycle? Repeat pattern 2x before tagging the next stacker? How many laps can you complete in 2 min? Try adding ball handling and/or Jump Ropes Remember to use proper stacking technique and follow patterns Returning stackers must step on or over the 7ft starting line to tag the next stacker All fumbles must be fixed properly
2 Around the Table 1 set of per student 1 table per 4 students Create large activity area. Space tables so students can easily move around the table s perimeter. Send groups of 4 to each table. Place downstacked cups in front of each student with hands resting on table surface. 1. Today s activity is Around the Table. 2. On the go signal, you will upstack and downstack in (or other predetermined) pattern. 3. Once everyone at your table completes the pattern, move around the table to your right (counter-clockwise) and begin stacking the next set of. 4. Continue to stack and rotate around the table until you hear the stop signal. Let s stack Cycle. Rotate clockwise. Line up more tables to expand for larger group How long does it take your group to complete one rotation? Remember to use proper stacking technique and follow patterns All fumbles must be fixed properly Stackers may not pass each other
3 Partner Fitness Challenge 1 set of per 2 students 1 stopwatch Create a large activity area Pair students and assign roles of stacker and exerciser within each group Place 1 set of with each pair Position stackers in seated position with hands flat on the floor and exercisers in front of their partner 1. Today s activity is Partner Fitness Challenge. 2. On the go signal, stackers start stacking in (or other predetermined) pattern while exercisers perform the movements as called. 3. Stackers, count how many times you can do the stacking pattern. 4. Exercisers, count how many times you circle your partner while doing the movements. 5. After seconds, I will give the stop signal. Exchange your counts and switch roles. 6. We will continue and change stacking patterns and movement activities. Let s change to 3-6-3, Cycle Can you add a piece of equipment? (ex. dribble a basketball, jump rope) Stackers must properly complete the stacking pattern and fix all fumbles properly to be counted
4 Rock, Paper Scissors 1 set of Stack Spots or activity poly spots 1-3 sets of per Stack Spot Create large round activity area with Stack Spots as boundaries Place 1-3 sets of downstacked near the Stack Spots Pair students inside activity area, standing back to back 1. Today s activity is Rock, Paper, Scissors. 2. On the go signal, turn around, face your partner and play a round of Rock, Paper, Scissors. 3. The winner runs to a Stack Spot and completes the activity, on the spot. 4. Once the winner has completed the activity, run back into the activity area, find a new partner and play another round of Rock, Paper, Scissors. 5. The students who did not win Rock, Paper, Scissors, go find a new partner and play again. Instead of hand signals for Rock, Paper, Scissors, let s use full body signals. Winning players must alternate between a Stack Spot activity or an aerobic activity each time you win a round.
5 Stack Bowling 1 set of per student 1 foam ball per 2-3 students Create large activity area Divide class into 2 teams, each team on one half of the activity area Spread the foam balls out along the center line Each student upstacks a 10-Stack with the remaining two cups stacked end-to-end on top randomly in their half of the activity area 1. Today s activity is Stack Bowling. 2. The object is to protect your stack while trying to knock down the opposing team s stacks. 3. On the go signal, grab a ball and roll it to the opposite side as you guard your stacks, attempting to knock over your opponent s stack. 4. If your stack gets knocked over in part or completely, you must gather all of your cups, switch sides of the activity area, and rebuild your stack of cups. 5. The side with the most stackers when I give the stop signal is the winner. Use two 6-Stacks Use your non-dominant hand for bowling. If your stack gets knocked over, go to the fitness area to complete an activity before re-entering the game and switching sides. Stay on your side while bowling. You can only cross over the line if your cups get knocked over or you are switching sides. Bowl underhand. No throwing or bouncing. Bowlers may not intentionally knock over a stacker s cups until it is finishing being built.
6 Stackers & Blasters 1 set of per student Create large activity area Divide students into two teams. One team is the Stackers and the other is the Blasters Give each student a set of cups. Stacker s cups upstacked and Blaster s cups downstacked in randomly throughout the activity area Line up Stackers and Blasters on opposite sides of the activity area 1. Today s activity is Stackers and Blasters. 2. On the go signal, both teams run into the activity area. 3. Stackers, upstack the downstacked cups. 4. Blasters, downstack the upstacked cups. 5. After less than a minute, I will give the stop signal and all Stackers and Blasters must finish upstacking or downstacking your cups. 6. The winning team is determined by who has more upstacked or downstacked cups. 7. Because downstacking is typically faster, Stackers will have a 5-10 second head start. Switch roles. Stackers are now Blasters & vice versa Skip (or other locomotor skills) between up/down stacking duties. Perform sit-ups (or other fitness exercises) when up/down stacking cups. If a student accidentally knocks over a set of cups, you must return them to their original position before continuing the activity.
7 Triple Up Triple Down Tower Relay 6 jumbos per 2-4 students 1 set of per 2-4 students 1 cone or marker per 2-4 students Create large activity area. Divide students into teams of 2-4 Place each team s set of Jumbos in center of activity area Place downstacked starting 3 feet away from the center Jumbos. Space cups evenly apart cones or markers around outside perimeter to represent the starting line for stackers 1. Today s activity is Tripe Up Triple Down Tower Relay. 2. On the go signal, the lead stacker upstacks the pattern advancing toward the center Jumbos. Once the Jumbos are reached, the student takes one Jumbo and sets it on the ground, then runs back to tag the next stacker in line. 3. The next stacker downstacks the pattern and sets the next Jumbo cup on top of the previous one, stacking them end-toend creating a tower rather than a pyramid. 4. This sequence is repeated until all Jumbos are stacked in tower form. 5. Remember, prior to reaching the Jumbos, you are either upstacking the pattern or downstacking the pattern, not both. 6. Once the final Jumbo is placed, completing the tower, raise your hands in the air to signify your team s completion. Try 3-3-3, 6-6 on the path to the Jumbos Upstack & downstack on your way to/from the Jumbos Up/down stack Jumbo tower Keep your feet behind the starting cone / marker until you are tagged by the returning stacker. If you knock over a cup(s), you must fix it to its proper position before continuing the race. If the Jumbo tower is knocked over, you must fix it before continuing
8 Indy set of per 2 students 1 set of Spots or cones (for boundaries) Create large circle activity area using cones for boundaries Place cups inside activity area perimeter Pair students and designate one as the Pit Crew member inside the circle and one as the Driver outside the circle 1. Today s activity is Indy On the go signal, Drivers race around the perimeter of the circle performing a locomotor movement (hopping, skipping, etc.) while the Pit Crew members stack in (or other predetermined) pattern. 3. On my Pit Stop signal, Drivers find your partner Pit Crew and switch roles. 4. During the race, I will call out different stacking patterns for the Pit Crew to perform and alternate locomotor movements for the Drivers. Can you use ball-handling skills? (basketball, soccer) Drivers, race 4 laps (or choose amount) before switching with your Pit Crew member. Make sure the proper stacking technique and patterns are followed. All fumbled cups must be fixed properly. Drivers may pass other drivers, but crashes are not allowed.
9 March Madness Final 4 9 sets of 6 Jumbos (or similar) Place 4 sets of in downstacked in a line Walk forward 6 feet and place 3 sets of in downstacked Walk forward another 6ft and place 2 sets of in downstacked Walk forward another 6ft and place 6 Jumbo cups in column form Divide students into 4 lines directly behind the first row of 4 sets of 1. Today s activity is March Madness Final 4. The object of the game is to be the fastest stacker through the 1st, 2 nd, and 3 rd tier. 2. On the go signal, the first four stackers begin upstacking and downstacking the first tier of Since there are only three sets of Speed Stacks in the second tier, the first three stackers to finish stacking will move up and begin stacking in the next tier. The remaining stacker returns to the starting line and joins in again when it s their turn. 4. The remaining stackers in the game continue stacking and moving up the ranks until the fastest stacker reaches the Jumbo cups. 5. The fastest stacker gets to stack one of the Jumbos into the designated pyramid or tower and then returns back to a line to resume play. 6. The next round of stacking begins on my go signal. 7. We will continue play until we have completed a pyramid with the Jumbo stacks. Let s try this with several pyramids in the activity area. The fastest can pair up against each other Let s use pattern, pattern and Cycle If any stacker knocks over or fumbles a set of cups, you must return them to their original position before moving forward.
10 Simple Stack Tag 1 set of per student Perimeter markers or cones Create large activity area Position students randomly throughout activity area with downstacked in front of them Determine stacking pattern (3-3-3, 3-6-3, 6-6, , Cycle) 1. Today s activity is Simple Stack Tag. 2. In this particular game of tag, everyone is it. 3. On the go signal, you chase and tag other players. 4. If you get tagged, you must move to the nearest set of Speed stacks and (upstack and downstack) stack in the designated pattern. 5. Once you have completed stacking, you may reenter the game and try to tag other players. 6. Continue playing until you hear the stop signal. Let s use an alternative locomotor skill. Skip. Hop Try a different stacking pattern Stack twice when tagged Hot Potato: don t get caught stacking when the 30 second timer stops If you knock over a cup or cups, you must replace them in their original position Because everyone is considered it, the player tagged first runs to the nearest and upstack and downstack the pattern before reentering the game
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