Edison

Pedometers

   Foxtail 21 Plus 500
  • Items needed: Pedometers, Foxtails
  • Students work in groups of three.
  • Throw and catch foxtails with each other.
  • If the foxtail is caught on:
    • tail portion - five points
    • middle portion - three points
    • one point for ball (or directly behind ball)
    • zero points for no catch
    • When a team collects 21 points exactly - and/or 500 steps

   Pop Your Top

  • Item needed: Poppers
  • One partner places the popper on the floor
  • Partners jog in place until the popper "pops"
  • Whoever catches gets to set it down for the next round
  • Or - whoever has the most steps may put the popper on the floor.
  

   Run for the Money:

  • Students work in partners
  • One partner jogs a lap while the other partner is in the bank.
  • After the joggers return from their lap, they stop at the bank (teacher) and get some play money.
  • Give a "high five" to their partner who now jogs a lap while the other waits at the bank.
  • At the end of designated time, students add up the money for a total.
  • Add $10.00 for every 100 steps

   Switcheroo Catching

  • Students chose partner and begin throwing and catching objects while moving.
  • When music stops, students do a switcheroo and begin playing catch with a new partner.
  • Students can jog in place while throwing and catching.
  • Play for a designated time (two minutes)
  • Check pedometers to see accumulated steps.

   NASCAR 500

  • On signal, students begin moving in an attempt to reach a goal of five-hundred steps.
  • The first student to reach five-hundred tells the teacher, who checks their pedometer.
  • The teacher announces that the goal of five-hundred has been reached.
  • The rest of the class now has thirty seconds to attempt to reach the five-hundred goal themselves.

   Bell Ringer

  • At the start of class the teacher announces the step goal for that class period
  • When students reach the goal, they ring the bell
  • Students return to gym activities without any further fanfare

   Pit Stop

  • Students work in partners
  • One partner jogs two laps around the gym, while the other partner does a different active movement, such as jumping, jump rope, walking in place in the middle of the gym.
  • When the jogging partner has completed two laps, they give their partner a "high five" and the two switch activities.
  • At the end of this activity time, partners may add their steps together.

   Dice Run

  • Place a dice or pair of dice at various places around the gym.
  • Assign each color of dice two activities
  • EVEN: If they roll numbers that come out even - the activity is jogging two laps around the gym.
  • ODD: If they roll numbers that come out odd - they must skip around the gym
  • One partner jogs two laps around the gym, while the other partner does a different active movement

Ultimate Frisbee or Football:

     
  • Students are divided into groups of four - six (color teams)
  • Students set a goal for a designated length of time (five minutes)
  • After five minutes check pedometers
  • The Field (We'll be using the gym) A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep.
  • Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line.
  • The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
  • Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point.
  • Play is initiated after each score.
  • Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc.
  • The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
  • Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
  • Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
  • Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
  • Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
  • Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.