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Foxtail 21 Plus 500
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Items needed: Pedometers, Foxtails
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Students work in groups of three.
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Throw and catch foxtails with each other.
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If the foxtail is caught on:
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tail portion - five points
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middle portion - three points
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one point for ball (or directly behind ball)
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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:
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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
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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.
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Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line.
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The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
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Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point.
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Play is initiated after each score.
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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.
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The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
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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.
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Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
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Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
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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.
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Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
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