Yard Games Galore & More!

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2013 GOPHER PEP Summit Jessica Shawley Physical Education C.H.A.M.P.S. Creating Healthy Active Minds for Personal Success 2012 NASPE National Middle School Teacher of the Year Moscow Middle School (Moscow, Idaho) jessica_shawley@yahoo.com h8p://pechamps.weebly.com Twi8er @JessicaShawley Yard Games Galore & More Recreational activities such as lawn and yard games offer students lifelong activity options that promotes social responsibility, leisure activity for enjoyment, wellness, and can be amp d up to provide fitness benefits as well. KISS Sequence Options: Stations Circuit Integrated Model Jigsaw Practice & Teach Games - Traditional Games - Fitness Focus Choice Tournament Teach 1 or 2 at at a time Teach all as a circuit and repeat daily until all complete. Integrate yard games into other units (running program rest station area). Jigsaw: students learn ONE game and then split up to teach them (forming new group) Health Components Cardiovascular Fitness Muscular Endurance Flexibility Skill Components Agility Balance Coordination Reaction Time* Other: Accuracy, Repetition & Strategy Simple Sport Education: Equipment Manager Score Keeper Reader-Reporter General Manager Roles promote belonging and ownership within a group. Equipment Manager: Responsible for care of equipment, understanding and overseeing team s setup & take down responsibilities. Roles & Responsibilities: Score Keeper: Gets scoring supplies. Keeps accurate records and scores. Turns in scorecard at end of day. *When all have a role & responsibilty, the ability to stay on task improves. Students pair up. Then find another pair for a team of 4. Choose roles. Stay with same role, or rotate roles as needed. Reporter: Reads directions at stations. Reports progress to general mngr and teacher. Reports team rotation to group & guides movement. General Manager: Oversees overall progress. Leads activity, demo as needed. Keeps team on task & within spirit of game. Including Yard Games: Stand alone unit On Choice Days With fitness or in circuits As themed lunch activity At Family Fitness Night After school club Tie to community options In Field Day events Minute to Win It events Fitness Focus: - Set Pedometer Goals - Meet or Beat Challenge - Modify how students travel during games (skip, hop, etc.) - Partner jump ropes, does line hops or jacks while waiting. - Run a lap at rotations. - Students create own fit version - Balance on BOSU w/ throws Compare & Contrast Skills: Track MVPA, Activity Time & Steps each day or per game. Compare to others and reflect. Create Your Own Yard Game: Students modify existing or create new and teach to others.

Framework: Included is a one- page Quick Reference Sheet for various yard games that serve as a star>ng point. Use and adapt this to meet your needs. Print them off as is or type in your own modifica>ons. Keep a task sheet at each sta>on so students are reminded of the rules (sefles disagreements). Use the handouts for the Jigsaw style lesson (students learn a game and teach it to others). *Many of the game intensity levels can be increased by adding the Horseshoe Cancella>on Factor where if your throw lands on top of someone else's thrown object or goes through same hole it cancels out their points. The games below do not have the advanced forms, so add your own. Addi,onal Tips: Use sport educa>on model to your advantage Be sure all have a role and du>es to help the team. Have a list of teams/groups and their assigned game for the day so they are in charge of sexng it up and taking it down. Use a scorecard system they fill in each day (use same one all unit, or new ones daily). Add in Team building ac>vi>es as a sta>on or challenge of the day for the class. Non- tradi>onal Yard Games to try: Cup Stacking, hackey sack, Omnikin Games, Steal the Bacon, Relays or Field Day Events (three- legged race, sack races, egg on spoon relay, etc.) Work into curriculum ANYTIME: Weather is NOT an issue. Yard games can be inside or out on lawn, tennis courts or asphalt. Adapta>ons - Differen>a>on: Change size of the target. Change distances between target and thrower. Change how students throw/toss (non- dominant hand, two- hands, behind back, through legs, no step allowed, off of knees or scooter, from plank posi>on, etc. Change how students move during the game, transi>ons, etc. (jog, skip, use scooters, crab walk) Fitness Focus: see box on pg. 1 above and you can also have students complete a set of bodyweight exercises each >me they score or afempt. Nutri>on Focus: Add nutri>on by allowing students to collect a food card each >me they complete a game (score 11 or 21 points) and see what kind of healthy plate they can create. 2 Favorite Instant Activity or Quick Start Lead-Up Games: Cardio Cornhole (from Chad Triolet) Equipment: Polyspot & 2 beanbags per pair. How To Play: Standing approx. 20 feet away from spot, each student will take a turn tossing their bean bag toward the spot. Once everyone has thrown, they quickly gather beanbags, add new points to total and return to start line. Play to 11 points. Cooperative: Work together to play to 11. Competitive: Pairs team up against another pair and work to be first to 11 points. Play to 11 points. Land ON Spot = 3 pts. Partial land on spot = 1 pt. Reaction Ball Blitz (from Curt Hinson) Equipment: Reaction Ball per pair How To Play: Players stand facing each other approx. 5 feet apart. Player A holds ball at Player B s head height and drops it. Player B tries to catch the ball after it bounces in order to score. The ball must be caught to score the points (number of bounces allowed before the catch). Once ball can no longer be caught off bounce or rolls away, that play is done. Switch roles. Play to exactly 21. 1 point per bounce (sealed with a catch). If over 21, begin subtracting points to get back to 21.

SAMPLE SCORE CARD: Names Game Names & Scores Pedometer Totals: Pair 1: 1) 2) 3) MVPA - Activity Time Pair 2: Design-A-Game Assignment Template: Directions: As a team, design at least 3 rule modifications (something you change, add to, or leave out) for a specific yard game (or combo of games) learned thus far. Write them on this sheet in the boxes below. You can name your new game if you desire. Everyone on the team must know and understand the rules to your new game because each person will go to a new group to teach it to other students. It must fall within the following minimum requirements. The game must involve at least 2 people or 2 opposing teams (cooperative or competitive). The game must have a well-defined scoring system. The game must be safe and something everyone can try to do. Optional equipment may be added such as cones, hula hoops, bean bags, spots, pins, etc. (speak with teacher first). Original game(s) our team adapted: New Name (if applicable): Rule Modification #1: Rule Modification #2: Rule Modification #3: Rule Modification #4: ReflecAon QuesAons for Students (can write out in journal, porgolio, or answer verbally): 1. Which game did you enjoy best & why? 2. Which game had the most health related fitness benefits & describe why this is so. 3. Where can you play these games in our community? What does it cost? How can you keep them low cost? For more, please visit the website through the QR Code or Weebly site listed on page 1.

Play: Ladder Golf First player tosses all 3 bolos by standing next to one ladder and tossing onto the other ladder. Only an underhand toss is allowed. The second player then tosses all 3 bolos of the other color. Score is decided once all 6 bolos have been tossed. The team with the highest score tosses Airst in the next inning. 1 point for each top bar 2 points for each middle bar 3 points for each bottom bar 1 extra point for a team if they get all 3 bolos on the same bar or 1 bolo on each of the 3 bars. The Airst team to reach exactly 21 points without going over. If a team goes over 21 points, they go back to their score they had in the last inning.

Play: Washer Toss Each player alternates throwing each of the 4 washers to the board by standing behind the designated line. Only an underhand toss is allowed. The score is decided once all 8 of the washers have been tossed. The team with the highest score tosses Airst in the next round. 1 point for each washer that lands on the board 3 points for each washer that goes through one of the outside holes. 5 points for each washer that goes through the center hole. The Airst team to reach at least 21 points wins the game.

Kan Jam Play: The Airst 2 players from each team stands beside the 2 kans. The player with the Frisbee tosses it towards the other kan. The teammate by that can is the dealector and can hit the Frisbee to either hit the kan or go inside the can. The Frisbee can only be dealected once, cannot be caught, and cannot be carried. The score is tallied. The person who was the dealector is now the thrower and does the same towards the other kan. The score is tallied. It is now the other team s turn to repeat the above stages. The other team cannot interfere with a throw or dealection. Dinger 1 point A Frisbee that hits the outside of the can by being dealected. Deuce 2 points A direct hit of the can by the Frisbee. Bucket 3 points A Frisbee that goes through the slot or in the top of the bucket by being dealected. Instant Win A Frisbee that goes directly into the slot or top of the bucket. The Airst team to 21 points after even innings. OR and Instant Win throw by a team.

Horseshoes Play: The Airst team member tosses both horseshoes toward the other pin by standing next to their pin. Only an underhand toss is allowed. The other team member tosses their 2 shoes. The score is tallied. This in an inning. The team with the highest score throws Airst for the next inning. Ringer 3 points Any horseshoe that is around the pin by measuring the ends of the shoe being around the pin. Closest 1 point Each horse shoe that is within a horseshoe length of the pin. Each closest shoe counts for each team. The Airst team to 21 points.

Bocce Ball Play: One team sets the jack at the far end of the playing Aield. The team that sets the jack tosses Airst. Only an underhand toss is allowed. The teams alternate tossing the balls. Once all the balls have been tossed, the score is tallied. Each team has 4 balls. The team who scored the points sets the jack for the next round. The team with the closest ball to the jack is the ONLY team that can score points in each frame. The scoring team receives 1 point for each of their balls that is closer to the jack than the closest ball of the other team. The Airst team to 13 points.