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FLOP!

Games and Activities Unit 1

Killer 1 Rules Diagram One player, the tagger, starts by throwing the ball trying to hit a player below the waist with the ball. Players run around the gym trying to avoid being hit by the ball. They 'dodge' the ball. The player who gets the ball becomes the tagger. If a player is hit below the waist, they are dead and sit on the floor. They can be saved if they can catch the ball and become the dodger. The player who makes all the other players sit wins Place: Gym Equipment: a soft ball. Advanced rules: - Add more balls to the game.

- If you throw a ball and another player catches it you are Tagger tagged Dodger dead.

killer 2 Rules Diagram A pair of players are the taggers, the others are dodgers. The tagger with the ball can’t run but can pass the ball to his partner. They throw the ball at the others who are running around the gym trying to avoid being hit by the ball. They 'dodge' the ball. If a player is hit below the waist, they sit on the floor. They can be saved if they can catch the ball and then they become taggers There are no fixed pairs you are free to choose The pair who makes all the other players sit wins Place: Gym Equipment: Soft ball Advanced rules: - Add more balls to the game. - If you throw a ball and another player catches it you are dead. The blob / Snowball Rules Diagram One Student starts as a tagger and must chase the others. When he tags another student they must join hands forming a blob. They continue tagging till there is only one student left. The Blob cannot split while tagging. Place: Gym Equipment: Pair strips Advanced rules: - The blob can split in two when it has 4 or 6 members.

The lines Rules Diagram Four players carrying a medicine ball are the taggers. They must tag the others with the hand without dropping the ball All players, taggers and dodgers must run stepping on the court lines. When players are tagged they receive the ball and become taggers

Place: Sports court Equipment: 4 medicine balls Advanced rules: - If dodgers say ”STOP” before being tagged they sit on the ground with the legs straight, then the players have to jump over their legs.

Star-wars Dodgeball Rules Diagram Divide the class into two groups each group has a ball They can’t run with the ball but can pass the ball to their partners Jedi Each team tries to hit the opponents with the ball If a player is hit below the waist, they sit on the floor. Each team has a secret JEDI that can save his sitting team mates by tagging them. Each team tries to guess who the JEDI is in order to hit him The team that makes all the opponents sit wins Jedi Place: Gym Equipment: 2 Dodge balls

Capture the flag Rules Diagram Divide the class into two teams. Each team hides its own flag inside its own territory. When this is done each team tries to steal the opponents’ team flag. The players that are inside the opponents’ territory could be grabbed and they must sit down on the ground waiting to be saved. They can be saved when a teammate tags them. The team that first steals the flag wins. Place: Outdoors Equipment: Two flags Advanced rules: - You can change the shape of the field. – Instead of a flag they have different balls (rugby, or ). When they steal the ball they must drive each ball according to each sport.

The rafts Rules Diagram Divide the class into teams of four players Mark a middle area in the gym that they have to cross as if it was a river Give each team a couple of mats and other equipment in order to use it to get to the other side They are not allowed to step on the floor

Place: Gym Equipment: Mats, benches, ropes……..

Bench ball Rules Diagram Divide the class into two teams. Each team wears different bibs. 1 point! At each end of the court put a bench. One player of one team stands on one bench, a player from the other team stands on the other one. The game is played with a tennis ball, passing it to the team mates and trying to pass the ball to the bench man and so scoring a point. When a point is scored the bench player changes places with another player Place: Gym Equipment: Two benches, a tennis ball Advanced rules: A player of each team are on both benches. Knock down the wickets Rules Diagram Divide the class into four teams. One team competes against another one Each team has to construct a structure with 6 drinks  Crash cans. Each team takes turns at throwing a tennis ball trying to knock down the opponents’ structure. When they get it must try to tag with the ball the opponents before they are able to reconstruct it. They cannot run with the ball but pass it. All players tagged are out. Teams continue taking turns until all the other team is tagged Place: Gym Equipment: drinking cans, 2 Dodge balls

Hit! Games and Activities Unit 2

Tagging pairs Rules Diagram Form four pairs, each pair with a tennis ball. Pairs must tag the others while having the ball in their  hands. They cannot run with the ball but pass it. When a player is tagged he/she gets the ball, becomes the  tagger and chooses a partner to play with.  Place: Gym or court. Equipment: Tennis balls and bibs. Advanced rules: Instead of pairs you can form teams of more players.

Tennis Rules Diagram Each student has a paddle or a racket The gym is divided by a net and Students play in pairs with a tennis ball. They try to hit forehand and backhand strokes with no aim of    scoring.

Place: Gym Equipment: tennis balls, paddles and net.     Advanced rules: Students try to hit the ball without bouncing. (Volley shots)

Cricket rehearsal Rules Diagram Divide the class into two teams. Draw a little pitch on the floor and provide all the equipment.( Stumps, bails, bat and ball) Name the Ss depending on their function in the field (Batsman, bowlers, wicket keepers, fielders ) and put them in the right position. Ss rehearse the game in order to check the rules and introduce new ones:  Test cricket is a game that spans over two innings. The aim of the batting team is to score runs while the aim of the fielding team is to bowl ten people out and close the batting teams' innings. Once the first team has been bowled out the second team would then go into bat. Place: Gym Equipment: Softball, stumps, bails, bat…

Cards Warm up Rules Diagram Divide the class into groups of 4 students. Arrange the groups forming a circle. In the middle of the circle leave the cards facing downwards. Red Yellow There are four types of cards depending on the exercise type: Green – Stamina Red – Legs strength Blue – Arms strength Yellow – Trunk strength At the signal one student from each group runs to get one card and bring it to their group. They do the exercise and then another S goes for another card Green Blue and so on for 10 times. Every two cards they must take one green card.

Place: Gym Equipment: Cards, mats, medicine balls, weighed bars, dumbbells, jumping ropes,

Stampede! Rules Diagram Divide the class into two teams One team attacks and one player bats the ball sent by the defenders, after this all the attackers go to touch the wall at the other side of the gym without being hit by the ball.  Defenders catch the ball and try to hit as many attackers as they can in order to get them out Each team bats until no players are left The team that scores the most runs wins Hit! Place: Gym Equipment: A soft ball and a bat. Advanced rules: There are two players batting at the same time.

Batting Rules Diagram Divide the class into four groups. Each group has a bat and a tennis ball.  In each group there is one batsman, one bowler, one wicket keeper and all the other players are fielders  Ss take turns in practicing each skill. (3” batting each)  Place: Gym Equipment: Bats, 4 soft balls  killer 3 Rules Diagram All players stand inside a rectangle of 10m x 10m. One player is nominated to stand outside the rectangle. This player has to throw a ball at the players inside the area attempting to hit them below the knees. If a player is hit below the knees he or she grabs a ball and joins the player on the outside of the area. If a killer hits a player above the waist has to perform some kind of physical activity in order to go back into the game. The last player left inside the circle is declared the winner. Place: Gym Equipment: Soft balls

Station work Rules Diagram Divide the class into four groups, each group starts to work in one station and after 8 minutes they change to the next station : Bowling Station 1- Bowling passing Station 2- Batting Station 3- Catching Station 4- Passing *Mark each station with four cones and explain students their positions and functions. batting

catching Place: Gym Equipment: Bats, tennis balls, wickets and cones.

Easy Cricket Rules Diagram The game will last 3 innings.

The scoring is as following:

- 6 points for batting out of the boundaries.

- 4 points for batting out of the boundaries after

bouncing inside the field. - 1 point for each run. One team starts batting and the other fielding.  The batting team will be out when 3 batsmen are out. Each batsman has three gos. He is out: - When the ball hits the wickets. - If he misses the ball and the wicket keeper catches it. - When the wicket keeper breaks the stumps. - When a fielder catches the ball after batting it before it hits the ground. - When the batsman is hit in the leg in front of the stumps. Place: Gym Equipment: Stumps, bails, cones, bats, and a soft ball.

Bombardment Rules Diagram Divide the class into two teams give a soft ball to each player. Teams stand in a straight line 10m apart facing towards each other. One volleyball (or similar) is placed in the middle 5m from each line.  At the signal, players throw balls at the volleyball trying to knock   it over their opponent’s goal line to score a point. The only way the ball can be stopped from passing the line is   by throwing another ball at it.  Alter each goal the volleyball is replaced in the middle. 

Place: Gym Equipment: Soft balls, volley ball or medicine ball.

Driving Cricket Rules Diagram Divide the class into groups of 8-players. The bowler sends an easy ball to the batter who has to hit it between two cones, in between which stand the fielding team. The batter then has to run around a side marker or cone and get back before the ball is returned to the  wicketkeeper. The player is awarded 10 points each successful hit and 5 points each run. 0 points if they fail to hit the ball between the markers. Each player has 3 chances to hit the ball. Place: Field Equipment: 2 markers or cones, 1 bat & 1 ball per group.

Keep the bucket full Rules Diagram Divide the class into two teams. Each team has a bucket of balls. The teacher then throws the balls as quickly as possible   trying to empty the buckets. Players of each team must retrieve the balls and return it to Their own bucket so that it is kept full. Game continues for a short period of time. The team that has more balls at the end of the period is the  winner. Place: Gym Equipment: Soft ball. Advanced rules: There are two players batting at the same time. 

Games and Activities Unit 3 DROP!

Wrapped tag Rules Diagram Each Student has a foam stick or a stick wrapped with a towel. 6 Students start as taggers. They have to grip the stick with both hands and tag the others tackling them with their shoulders. When Students are tagged they become the taggers. Tagged! Place: Gym Equipment: Foam sticks or wrapped sticks.

Air Rules Diagram Each student has a stick (crosse) and a ball.

They have to gather the ball from the ground and then  throw it up trying to catch it before it bounces or after it   bounces once on the ground.    Place: Gym Equipment: Sticks, balls

Wall passing Rules Diagram Each student has a stick and a ball. They have to gather the ball from the ground and then throw it up trying to catch it before it bounces or after it     bounces once on the ground.   Place: Gym Equipment: Sticks, balls

Pairs passing Rules Diagram Students are in pairs, one ball each pair. They have to pass the ball standing and starting with a gap  of 4m. When they are able to do it they can increase the distance  of gap. 

Place: Gym  Equipment: Sticks, balls

Relays Rules Diagram Divide the class into four teams. Each team sits forming a line and share numbers. The teacher shouts a number then the players of each  team with this number has to wake up and gather the ball returning to their places as fast as possible and give the ball to the next player.  The faster team gets a point. The team that gets more points at the end of the game wins. 

Place: Court.  Equipment: Tennis balls. Advanced rules: Change the starting position of players or the activity to perform.

Crosse tagging Rules Diagram Divide the Ss into two groups. Each group stands on one end of the field. In the middle line leave 10 balls. At the signal students have to run and try to gather one  ball.  Students with no ball become the taggers and have to  tackle the students with a ball with the shoulders.  When ball carriers are tagged or drop the ball they become  taggers.

Place: Gym or court.  Equipment: Sticks

Keep the bucket full 2 Rules Diagram Divide the class into two teams. Each team has a bucket of balls. The teacher then throws the balls as quickly as possible    trying to empty the buckets. Players of each team must retrieve the balls with the stick and return it to the bucket so that it is kept full. Game continues for a short period of time. The team that has more balls at the end of the period is the winner.

Place: Gym Equipment: Soft balls and sticks. 

Speed game Rules Diagram Divide the class into four teams. Each team have a bucket and forms a line sitting. They share numbers.  Throws a ball into the air and at the same time say a  number. Students with that number have to stand up as fast as possible, gather the ball and let it in their bucket.  The team with more balls at the end of the game is the winner.  Place: Court. Equipment: Tennis balls. Advanced rules: Change the starting position of players or the activity to perform.

Keep the bucket full 3 Rules Diagram Divide the class into two teams.Each team has a bucket of balls.The teacher then throws the balls as quickly as possible trying to empty the buckets.    Players of each team must retrieve the balls with the crosse and return it to the bucket so that it is kept full. They can not run with the ball they have to pass it to their team mates. Game continues for a short period of time. The team that has more balls at the end of the period is the winner. Place: Gym  Equipment: Soft balls and crosses. End of the line lacrosse Rules Diagram Divide the class into two teams. Each team wears different bibs. One player of each team stands at each end of the Two court. The game is played with a tennis ball, passing it to the points! team mates and trying to pass the ball to the bench man and so scoring a point. When a point is scored the end player changes places with another player  Place: Gym Equipment: drinking cans, 2 Dodge balls

Lacrosse 4x4 Rules Diagram Divide the class into teams of four players. Each team wears different bibs. They have to play without goalkeeper. Arrange different courts with hockey goals. Each team has to play against the others. The game lasts 8 minutes. Give two points to the winning team at the end of the  game. Place: Court Equipment: Hockey goals, Lacrosse balls.

King of the court Rules Diagram Divide the class into three teams. Each team wears different bibs. Two teams start playing against each other while the third is waiting and performing some kind of physical activity. When one teams scores a goal the other team is out and the third team enters the court. 

Place: Court Equipment: Hockey goals, Lacrosse balls.

Lacrosse league Rules Diagram There are five teams of 6 players without a goalkeeper. All the teams have to play a game of 12min against all the other teams. For each game won they get 2 points and 1 extra point for each pair of goals scored. The team that obtains more points at the end of the league is the winner. 

Place: Court Equipment: Hockey goals, Lacrosse balls.