New SPARK Tricks for Your 3-6!

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New SPARK Tricks for Your 3-6! Presented By: SPARK Trainer, John Hichwa The SPARK Programs 1-800-SPARK-PE www.sparkpe.org

4 CORNERS 4 cones (for boundaries) 4 Corners Task Cards (SPARK Instructional Media CD) Create a medium (20X20 paces) activity area. Place a 4 Corners Task Card at each corner. ASAP 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.) How many corners can you visit before the stop signal? Stay on Skill #1 for all 4 corners, then change to #2. Work on quality, not speed. 9

PARTNER TAG 4 cones (for boundaries) Create large (30X30 paces) activity area. Scatter pairs within boundaries. 1. The object is for partners to chase and flee each other in general space. 2. One is first Chaser, one first Fleer; decide now. 3. On signal, Fleers walk quickly away from Chasers, while Chasers do 5 jumping jacks. 4. Chasers, when you finish your jumping jacks, try to fast walk and tag (using a 2-finger tag) your partner. 5. If the Chaser tags the Fleer, switch roles. The new Chaser completes 5 jumping jacks before chasing their partner. How quickly can you catch your partner? What tricks can you think of to elude your partner? Fleers, change directions quickly, and move behind others to evade your partner. Remember to do your jumping jacks (or other designated task) before chasing your partner. CHASING & FLEEING 19

GROUP JUGGLING 1 ball or other small manipulative per group of 5-7 Students in circles of 5-7, scattered within boundaries. Each group with ball/manipulative. 1. The object is to cooperate with others in the group by passing a tossable object in sequence. 2. Play begins with a toss across the circle to anyone not next to you. 3. Passing continues until everyone has received a pass and the ball returns to the 1st person. Repeat, using same sequence. 4. Once you have successfully passed in sequence 3 times, add a 2nd ball. When you are successful with 2, try it with 3 balls simultaneously. How quickly can you get the ball back to the 1st player 5X? How many tossable objects can your group use without dropping? COOPERATIVES No one can catch it twice, until everyone in your group catches it once. Remember who passes the ball to you, and who you pass the ball to. Hands up, ready to receive a pass. Keep your eyes on the person who passes to you. 19

Freeze Ball Begin Group Juggling with 1 ball for about 15-20 seconds. On FREEZE! whoever has ball holds it overhead. All others in the group quickly move to line up behind ball holder. They pass the ball overhead (over) to the next in line; that person passes it through their legs (under) to the next person. This continues until the ball is at the end of the line. Then, all form a circle again, and continue with Group Juggling in the same sequence previously established. Quick Touch I ll call out a body part every few seconds. You quickly touch the body part I call out, and maintain group juggle sequence. The Internal Juggling Association meets every year in July. They keep track of world juggling records. Nine balls is the record for 1 juggler. The ring record is 8, and the club record is 7. Juggling eggs and pet poodles is discouraged. Elevator While juggling, start in a standing position, then move to kneeling, and finally, sitting. Now, back up to a standing position. STANDARDS ADDRESSED NASPE #1 Throwing and catching #5, 6 Cooperation and teamwork Your State (Write in here) PAULA S POINTERS Provide a variety of tossable objects (size, weight, color, shape, etc.) to keep students challenged. Don t tell groups how to juggle 3 balls at once. Let them solve it on their own. NOTES 20

KEEP AWAY (2 ON 1) 1 tossable (rubber chicken, beanbag, Koosh ball, etc.) per 3 students 1 spot marker per student Create grids (7X7 paces) for every 3 students. Groups of 3; 1 tossable per grid. 1. The object is for the 2 Offensive players to pass the tossable to each other, keeping it away from the 1 Defender. 2. Offense players do this by pivoting, passing, and moving to open space. 3. The Defender tries to stop passes by intercepting or deflecting the tossable. 4. If the Defender blocks or intercepts the tossable, it is returned to the Offense who continue playing. 5. Principle of 3s is in effect. Passers may hold the tossable for only 3 seconds before they pass. Defenders must stay 3' from the person with the ball. Passes must travel at least 3'. Can you pass it to your partner a different way each time? Around the back? Hook shot? Through the legs? AEROBIC GAMES 6. Change Defenders on my que (every 30-60 seconds). Defenders stay 3' from person with tossable. Keep your arms up to try and contact the ball. Offense may not throw the tossable higher than the defender s head. 21

ROCK-PAPER-SCISSORS TAG 6 cones (for center and boundary lines) Create large (30X30 paces) activity area. Place 1 cone on each sideline, at midfield. Pair students in partner face-off at midfield. 1. The object is to return home without being tagged. 2. On signal, play Rock-Paper-Scissors with your partner at the midfield line. Hold 1 palm open. With the other hand, pound your fist on your open hand and say, 1-2-3. (Show your choice on 3.) 3. Choices are rock (fist), paper (open hand), or scissors (peace sign). Rules are: rock crushes scissors, scissors cuts paper, paper covers rock. 4. The victors are It, and Its chase your partners towards the opposite endline. 5. Chasers score a point if you tag your partner before they cross their endline. Fleers score a point if you cross your endline without being tagged. 6. Return to the midfield line quickly, and repeat the game. How many times can you tag your partner? How quickly can you be ready for the next round? Tag your partner gently with a 2-finger tag. CHASING & FLEEING 23

3-CATCH BASKETBALL 1 ball per 6 students 1 pinnie per 2 students 1 spot marker per student Create grids (10X10 paces) for every 6 students. Form groups of 3; place 2 groups and 1 ball per grid. 1 group per grid wears pinnies. Pinnies begin on offense. BASKETBALL 1. The object is for your group to complete 3 passes in a row, each to a different member of your group. 2. Offense players do this by pivoting, passing and moving to an open space. Dribbling is not allowed. 3. Defenders guard a member of the opposing team. After 3 consecutive catches, the offense earns 1 point, and the ball is given to the other group. 4. If a turnover occurs (incomplete pass, ball out of bounds, defense intercepts), group roles are reversed. The offense becomes defense, and defense becomes offense. 5. Principle of 3s is in effect. Use only 1 type of pass (name a type). If the defense knows which type of pass your team will always use, does this make their job easier or harder? Offense, move to open space. Fake, cut and pivot! Defense, keep your hands up. Stay 3' away from the person with the ball. 23