RecFest Creative Recreation Inspired Activities for P.E
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1 2016 SHAPE Southern District Conference Williamsburg, VA Presenter Website Twitter Chad Bobbi Conrad Jack O Donnell Anne McCoy Michael Maina mccoyvahperd@gmail.com maina@roanoke.edu Recreational games and activities provide excellent opportunities to connect physical education and lifetime physical activity. Exposing students to a variety of activities, rules, and skills is a great way to promote being physically active outside of school. I enjoy adding fitness and additional movement opportunities into some of our traditional recreational activities. Ice Breaker Activities (Mike and HHP Majors at Roanoke College) Ice Breaker 1 Name of Activity: Tin Shoe Reference: Rohnke, K. (1990) Cowstails and Cobras II (pp ). Kendall Hunt Publishing Co. Description: Try to pass an empty #10 tin can while in the seated position in a circle formation from foot to foot with shoes on. Variations: 1. Change formation from circle to straight line. 2. Use a smaller can to increased difficulty. 3. Use to two at the same time. 4. Use two cans of different sizes at the same time. 5. Using two cans, make them to go in the opposite direction. 6. (For younger students) allow the can to touch the ground. 7. Time how long it takes them to get the can around. 8. Combining smaller groups to make larger ones.
2 Ice Breaker 2 Name of the Activity: Circle the Circle Reference: Rohnke, K. (1990) Cowstails and Cobras II. Kendall Hunt Publishing Co. Description:
3 Ice Breaker 3 Name of Activity: Python Pentathlon Reference: Rohnke, K. (1990) Cowstails and Cobras II (pp ). Kendall Hunt Publishing Co. Explanation of the Game: Objective, with the group seated on the gymnasium floor demonstrate a coccyx balance position which is accomplished simply by picking feet off the ground and leaning back onto your coccygeal area (your butt). The next step is to try and make forward progress from this L shape balance position. Tried to break students up into groups of five. Each person sets with his/her feet in the lap of the person immediately in front. Only the first person in line is allowed to have foot and hand contact with the ground; everyone else must only have butt contact feet on laps and hands on shoulders. Have students try to move around in this position. Variation: 1. Give students a designated starting area and finish line time the students and see if students can beat their best time. 2. Give students a designated starting area and finish line, have the groups race one another. CARDIO CORNHOLE (Chad) Each student will find a partner. Each pair will need a polyspot, a cone, and 4 bean bags (2 different colors). The polyspots will be place about feet away from the cone. The partners will stand near the cone and when the activity begins, they will toss their two bean bags toward the polyspot. If the bean bag lands on the spot, it is worth 3 points. If the bean bag lands part of the way on the spot, it will be worth one point. Once both partners have taken one toss, the partners will quickly gather the bean bag add any new points to the total and return to the starting position. In this activity, the partners are working together to score the number of points designated by the teacher. When the task is complete, the pair can move the polyspot further away, choose a smaller polyspot as a target, or toss the bean bags with the non dominant during the next round.
4 To increase the challenge and add fitness to the activity, use the Cardio Cornhole Challenge Task Cards. Each team must complete the 5 challenges on the task card then can get a different card to keep the activity going. To add some competition, have the partners join another pair to make a group of 4 students. Each group will collect 2 polyspots and 4 bean bags. The groups will place the polyspots about feet apart. Each pair will stand to the left of a polyspot opposite the other pair of partners. When the game begins, each student will take a turn tossing the bean bag toward the spot. The first team to 11 points wins the round. ** Remind students that the faster they go the better their chances of scoring more points. Adaptations: 1. Change the size of the polyspots to make the activity more or less challenging. 2. Have students use different locomotor patterns when traveling to collect the bean bags 3. Change the distances between spots and teams based on ability level 4. Add fitness by having student complete a simple fitness activity every time they collect a bean bag (i.e. elbow to knee squats, cross crawls, jump jacks, push up shoulder taps, etc.) 5. Change the way that they students can toss the bean bag (i.e. non dominant hand, through the legs, behind the back, etc. SLAM JAM (Chad) For this game, the teacher will put out plastic baskets with poly spots in them (one basket for every 1 or 2 pairs of students). The baskets will be placed on the perimeter of the space and the students will line up behind the cones in the middle facing a basket. Each pair will have two discs. When the game begins the partner without the disc will stand behind the basket facing his/her partner. When their partner A throws the disc, partner B will try to help block or guide the disc into the top or side of the basket. Discs that touch the basket are worth one point, discs that make it into the basket are worth three points. After both discs have been thrown, the partners will switch roles and the game continues. The partners will combine their points when playing the game. When the round is done, the top 3 4 scoring teams get to move further from their baskets when the next round begins. CHALLENGE IDEAS: 1. Increase or decrease distance from the basket 2. Have students toss with their non dominant hand 3. Have student who is slamming only use one hand 4. Have students who are tossing get into a plank position (crab or push up) 5. Use different throwing techniques TIPS: 1. When the partners travel they must choose a different locomotor pattern each time. 2. When students achieve a certain number of points (designated by the teacher), they may move the basket further away. 3. For younger students (K 2), use foam discs for this activity. 4. Allow students to try trick shots after some time and practice.
5 Extreme Bowling (Jack) 1 pin, basketball, groups of 2 or 3 a) Add a pin with every strike b) After a 6 pin strike switch to a bowling ball c) Begin subtracting pins after each strike. d) Repeat or pushups after each role equal to number left standing 3 pins, Basketball, groups of 3 a) Just bowl b) Add a pin whenever you knock down ½ or more pins c) 6 pins do NOT reset until all pins are down d) 6 pin Challenge only reset after all 6 are down 2x e) Subtract a pin after every strike or put away a pin after you knock down ½ 1 white and 1 color pin, basketball, groups of 3 a) White pin must be front center and color pin must be back center. b) Add a pin each time you knock down the colored pin c) Switch to bowling ball when you get a 6 pin strike d) Subtract pins when colored pin is knocked down (put color pin on any x ) 5 white and 1 colored pin, basketball, groups of 3, score sheet and pencil a) Keep score = 1 pin equals on point, if colored pins is included double the pins/points b) When score is 40 or more switch to bowling ball c) If you need more space for score, turn over and use the back Pedometers & Bowling (Jack) Pedometer, Partner, mini basketball (pins and Bowling balls) 1) When partners are ready choose a lane, get a ball and set pedometers to ZERO 2) Begin underhand roll toward partner standing near Xs 3) Changes ends (and bowler) after every roll 4) When both players have reached 200 steps add a pin 5) when both have reached 400 steps add another pin 6) continue to add pins after each 200 step increment 7) After 1200 steps you should have 6 pins 8) After both have reached 1400 steps switch to Bowling Ball 9) After 1600 steps return pedometer and continue bowling
6 Noodle Hockey (Anne) Equipment: fun noodles, 2 goals, beach ball, 6 cones All players have fun noodles that match their team color Play starts in the center with a face off. There are 3 players per team. All fun noodles must be gripped like a hockey stick. Remaining players are on the sidelines. Play lasts 1 2 minutes (Teacher Choice), or until a goal is scored. Players go to the back of their sideline team line and 3 more players from each team enter the game. Sideline players must work together to protect their sideline, but may not step in front of others, or leave their place in line. Using the gym floor lines (or floor tape) allows for one foot to remain on the line at all times. 2 Points for the ball crossing the sideline of the team opposite the player striking. 1 point for scoring in the appropriate goal box. ***Safety Fun Noodles must be used as a hockey stick (2 hands) for the entirety of play. PINBALL (Bobbi) EQUIPMENT: gatorballs (6 or more is best), 4 or more hula hoops, 4 or more bowling pins Object : Each team has 4 or more pins, each inside of a hula hoop. The first team who bowls over the other team s pins WINS! Rules : Place the pins on the inside back of a hula hoop facing the middle of the gym space (I usually place the hoops behind each basketball 3 point line). There are 2 primary positions: bowler and blocker. Each hoop has ONE blocker who stands OUTSIDE the hoop blocking balls using only their hands (NO FEET/KICKING). On the whistle, those with a ball can run up to the middle line and throw or roll a ball attempting to knock over a pin. People are in the way. You can clear them out by hitting them with a ball, BUT the ball MUST bounce before it can hit anyone(aim low)! Anyone who is hit below the waist by a bouncing ball runs to the outside corners and performs an exercise chosen by the PE teacher (5 jumping jacks, 3 push ups, etc). If a blocker is hit below the waist, they must also leave and perform an exercise leaving a pin open to be hit. A teammate can replace them while they perform their fitness activity. But, there can only be ONE blocker per pin!!! EXTRAS: 1. If you accidently knock your own pin over, it stays over! 2. Anyone who feels uncomfortable may play in the back running to get loose balls (be sure not to knock your own pin over while giving balls to your teammates) 3. Any student making a dangerous throw or kicking a ball must jog in place next to the teacher until the next game begins (most games last 5 minutes max) 4. 3 second rule: If students are holding the ball too long, do a 3 second countdown, and anyone still holding the ball is out (fitness activity) 5. They may block a thrown ball with a ball, but remember the 3 second rule
7 6. Immediately after a game is over, reset the pins and split the balls between the teams. 7. Wear a pedometer and check steps after each game. 8. Wear a heart rate monitor and check heart rate after each game. 9. Change guards each game 10. Have team strategy chats STEAL THE PIN (Bobbi) OBJECT: Run to the opposing side of the court and get a pin without having your flag pulled. EQUIPMENT: 2 sets of pull flags, 20 bowling pins (10 per team) RULES: Line up 10 pins on the back endline spread out evenly. There are 2 positions (runners and guards). Runners run to the opposite endline without getting their flag pulled. If their flag is pulled, they must go back to their side and replace their flag before trying again. If they get past the pin line, they pick up a pin and get a free walk back placing the pin on their own pin line. The guards attempt to pull the opposing team s flags as they attempt to get past your pin line. Game is over when there are no pins on a team s endline. Reset 10 pins, and play again! EXTRAS: 1. There are 3 times you can not pull a flag: 1 When they have a pin in their hand, 2 After they pass the pin line, 3 When they are on their own side 2. They can not hold/block their flag. If they do, they must go back to their side 3. They can only pick up ONE pin at a time 4. They must put the pin on the pin line. They can NOT throw the pin! They can hand it off to a teammate to put on the line. 5. Don t chase people past the pinline. They are SAFE. They only need to pass the pin line in order to get a pin. 6. Do not run to a pin and bend over to pick it up. Run past the line to earn a pin. If you stop in front of the pin line to pick up a pin and your flag is pulled, you are OUT. You do not get a pin. You must go back to your side, replace your flag, and try again.
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