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MOVEMENT BANDS SELF-CHECK NAME: TEACHER: DATE: Practice the skills below using the Think Abouts for cues. Then try the activity alone or with a partner 10 times. Circle the number of times you did everything in the Think Abouts. Look for improvements each time we do a Self-Check. When you are Sparklin! you are ready to show your stuff to a friend for sign-off. Lightin it up! Startin to glow! SPARKlin! SPARK Star! Now show a friend. I m getting there! I am getting pretty good! I m out of this world! Have your friend sign below. Jump In, Straddle Out Jog In, Jog Out Slalom Tininkling Step Jump In, Straddle Out THINK ABOUTS... Straddle bands. Jump feet together between bands 2X (IN, IN). Straddle feet outside bands 2X (OUT, OUT). GRADES 3-6 Jog In, Jog Out Slalom Tininkling Step Start with R foot closest to bands. Step R and L between bands (counts 1, 2). Jog R and L straddling bands (counts 3, 4). Start with R foot closest to bands. Jump between bands 2X (counts 1, 2). Jump to far side of bands 2X (counts 3, 4). Jump between bands 2X (counts 5, 6). Jump to near side of bands 2X (counts 7, 8). Start with R foot closest to bands. Jog R and L between bands (counts 1, 2). Hop R on far side of bands (counts 3, 4). Jog L and R between bands (counts 5, 6). Hop L on near side of bands (counts 7, 8).
ACTIVITY MOVEMENT BAND CIRCUIT (GROUP TRICKS) Ready... 2 pairs of movement bands per group of 8 students Movement Band Skill Cards - Group Tricks for 5 stations (SPARK Instructional Media CD) 5 cones (for 5 stations) Set... Create stations by placing 5 cones with Movement Band Skill Cards - Group Tricksaround perimeter, with plenty of space between stations. Groups of 8 at stations; each group with 2 pairs of movement bands. GO! CHALLENGES GRADES 3-6 1. The object is to practice basic movement band group tricks. 2. (Using the Skill Cards, describe and have students demonstrate the various stations chosen for the circuit.) 3. On music, practice the skill at your station. On Switch, switch Enders and Jumpers, and continue. On the stop signal (music off), take off the bands, leave them at the station, and move to the next station to practice the next skill. 4. Begin at the new station with new Enders (i.e., 1st Enders remain 1st Enders throughout the circuit). How many counts can you jump without error? How quickly can you move to the next station? You may start as soon as you get there. CUES Enders, remove bands from ankles before moving to the next station MOVEMENT BANDS 13
New Rotation (Change the method of rotating from station to station.) Pedometer (Need 1 pedometer per group.) Pedometer wearer must reach (name a number from 50-150) steps before the group rotates to next station. Create Stations (Allow students to create their own Movement Band Skill Cards with drawings and cues. Alternate SPARK-made and student-made stations.) How many different sports and activities can you think of that require jumping and landing? Write your list, and check them off after trying them! Also, you might have fun searching the internet for the longest Long Jump, the highest High Jump and the farthest Ski Jump. STANDARDS ADDRESSED NASPE #1, 2 Group trick movements #3, 4 Cardiovascular endurance #5, 6 Cooperation, accepting challenges Your State (Write in here) TONY S TIPS The length of time at each station depends upon the fitness levels of your students. If the fitness level is low, start with 1 minute on, switch roles, another minute on, then 30 seconds rest/rotation. Build to a longer duration at each station, and cut rotation time (or spread your stations farther apart) to keep students moving more continuously. NOTES 14
ACTIVITY 4 corners Ready 4 cones (for boundaries) 4 Locomotor Skill Cards (IM Disc) Animal Walk Skill Cards (IM Disc) Set Create medium (20X20 paces) activity area Place a Locomotor Skill Card (facing out) at each corner. ASAP GO! 1. Our ASAP is called 4 Corners. 2. On my signal, walk clockwise (point) around the perimeter. When you reach the 1 st corner, read the Skill Card. It will tell you how to move to the next corner. (Demonstrate moving around the whole area. Have students repeat aloud each of the movements as you say them.) 3. Each time you arrive at a new corner, read the card to learn your next movement. 4. Work on moving well, not fast; and continue until the stop signal. 5. (Continue for 3-5 minutes.) 6. Wrap It Up Who can name a locomotor skill? Do you use locomotor skills in activities and sports? Who will name a sport and the locomotor skill from that sport? GRADES K-2 21
ACTIVITY 4 CORNERS Ready... 4 cones (for boundaries) 4 Corners Task Cards (SPARK Instructional Media CD) Set... Create a medium (20X20 paces) activity area. Place a 4 Corners Task Card at each corner. ASAP GRADES 3-6 GO! 1. The object of 4 Corners is to warm up the large muscle groups, using a variety of locomotor skills. 2. As you enter the activity area, move clockwise around the perimeter. 3. When you reach the first corner, read the Task Card and do the #1 locomotor skill from that corner until you reach the next corner. 4. Continue to do the #1 skill at each corner until you return to your original corner. Next time around, do the #2 skill. 5. Each time you reach a new corner, start a new movement. If you finish all of them before the stop signal, begin again at #1. 6. (Continue for 3-5 minutes.) CHALLENGES How many corners can you visit before the stop signal? CUES Stay on Skill #1 for all 4 corners, then change to #2. Work on quality, not speed. 9