LESSON 12 CHASING AND FLEEING BUILDING A FOUNDATION Ready • 4 cones (for boundaries) • 2 paper plates per student • 1 fluffball (or yarnball, crumpled paper) per 4 students • 1 scarf • 4-5 beanbags (fruit and veggie beanbags optional) • 1 junk food wrapper (e.g., candy) per 4 students (optional) • Music and player Set • Create a large (30X30 paces) activity area. • Scatter pairs within boundaries. GRADES K-2 GO! 1. Safe Tag Review • Who will show how we tag safely (2-finger tag)? Where do you softly touch someone (between waist and shoulders)? 2. Partner Tag • One partner stands at high-level, the other low. High is the first “Chaser” and low the first “Fleer.” • On my signal, Fleers fast walk (then gallop, side-slide, skip, run, etc.) away from your partner. “Chasers” do 3 jumping jacks (3 imaginary soccer kicks, 3 baseball throws, run in place 3 sec., etc.), then fast walk after your partner to try to tag them. • When tagged, it is your turn to be the Chaser. Do 3 jumping jacks 1st, then chase your partner. • Continue chasing and fleeing until the signal. 3. Partner Toss and Tag • (Distribute 1 fluffball – or yarnball, or crumpled newspaper – per pair.) • While the music is on, toss the fluffball back and forth with your partner. When the music stops, whoever is holding the ball becomes the Chaser. Chasers, try to safe tag your partners with the ball. After a tag, drop the ball. Fleers, pick up the ball and become Chasers. Continue tagging until the music signals you to play catch again. (continued) 43 CHASING AND FLEEING GO! (continued) 4. Paper Plate Tag • For Paper Plate Tag, each of you will wear paper plate shoes; each foot on a plate. Both feet must stay on the plates at all times. • I will designate “Chasers.” (Select 1 student per 4 and hand them each 1 fluffball.) • Fleers, on my signal, scatter within our boundaries. • Chasers, when you hear me say, “Paper plate tag,” Tag and freeze as many others as possible by touching them with your fluffballs. • One student will receive the “magic scarf.” It is used to “thaw-out” students who are tagged and “frozen.” • The student with the scarf hands it to a frozen classmate, then rejoins the game as a Fleer. • The new carrier of the scarf tries to “thaw” another frozen student. • I’ll switch Chasers every minute or so. 5. Wrap It Up • What strategies might you use to avoid being tagged? (Change tempo, direction, level, pathway, dodge, fake.) • Let’s review today’s key words while we stretch. Shadow Tag (Need to play where shadows exist.) Same as before, but “tag” your partner by stepping on their shadow. When your shadow is tagged, switch roles and continue playing. Everybody’s It Tag In Everybody’s It, everybody plays both the Chaser and the Fleer at the same time. On signal, everyone tries to tag each other. The 1st time you are tagged, keep 1 hand on the body part where you were tagged, and continue trying to tag others. The 2nd time tagged you are “frozen” until someone gives you a high-five to “thaw” you. Thank the person who gave you the high-five and continue playing. Junk Food Tag (Need 1 junk food wrapper per 4 students and 1-2 fruit/vegetable beanbags.) These wrappers come from unhealthy foods, also known as “junk foods.” In Junk Food Tag, the “Chasers” (carrying the wrappers) try to tag and freeze you. A student carrying a fruit and veggie beanbag looks for frozen classmate to toss it to, thereby “thawing them out.” The newly thawed owner of the beanbag moves to “thaw” other frozen students, while the previous beanbag owner joins the Fleers. 44 CHASING AND FLEEING STANDARDS ADDRESSED NASPE #1, 2 Spatial awareness, locomotor skills, dodging, chasing, fleeing #3, 4 Cardiovascular endurance, participates in physical activities that are enjoyable and challenging #5, 6 Participates, appreciates, enjoys movement, cooperates in large group activities Your State (Write in here) Would you like to play SPARK PE games at other times during the day? Could you play a tag game with a friend before school, during recess, lunch, or after school? What about at home and on the weekends – maybe with a family member? I want to encourage all of you to play actively, every day, and invite others to join you! Remember, active play is good for everyBODY. GRADES K-2 PAULA’S POINTERS • Praise students who tag gently on the upper torso using a “2-finger tag.” • Enlarge the boundaries to increase the cardio emphasis. • Gradually lengthen the time children play to enhance fitness. Vocabulary Junk food, frozen, thaw, dodge, fake NOTES 45 ACTIVITY BASIC TAG Ready... • 4 cones (for boundaries) • 1 fluffball/scarf per 5 students (to designate “Its”) Set... • Create large (30X30 paces or greater) activity area. • Scatter students within boundaries. • Identify 1 in 5 students as “It” with fluffball/scarf. GO! 1. The object of all tag games is to have fun chasing and fleeing. 2. On “Go,” Fleers move inside the boundaries. When you hear, “Basic Tag,” Chasers chase Fleers. Chasers, use the fluffball/scarf to gently tag any Fleer. 4. If tagged, pick up the fluffball/scarf, do 5 jumping jacks, and then chase other Fleers. How long can you avoid being tagged? CHASING & FLEEING 3. When you tag a Fleer, call, “You’re It!” and drop the fluffball/scarf. CHALLENGES Can you stay in the boundaries the whole game? 5. Stepping out of bounds, is the same as being tagged. GRADES 3-6 6. (Change the locomotor skill often.) CUES Move with control, and look for open space. Use a gentle tag with the fluffball/scarf. Use fakes, feints and change directions to flee from the Chasers. 7 Safe Tag You can be safe from a Chaser by doing any of the following (or create your own): • Naming a fruit or vegetable (5-Servings Tag). • Getting on your back with your arms and legs pointed up (Turtle Tag). • Standing back-to-back with anyone (Back-toBack Tag). • Standing in 1 of several hoops scattered throughout (Hoop Tag). • Naming anything in a designated category, such as: baseball teams, book or movie titles, physical activities, etc. Call out the category at the beginning of the game. Repeats are not allowed (Category Tag). There are many factors that contribute to your overall health and wellness. Think of the Fantastic Four – the 4 essentials to maintaining your health. Physical Activity – 60 minutes a day. Nutrition – eat a variety of fruits and vegetables, dairy and lean protein. Limit soda and junk food intake. Drink lots of water. Rest – 8 hours of sleep. Live Tobacco Free Re-Entry Tag After being tagged move out of the boundaries and (name 1 of the following re-entry tasks or create your own): • Jump rope 10X (your own trick). • Catch a tossable 10 X. • Complete 10 push-ups (or curl-ups, lunges, jumping jacks, etc.). • Spell a vocabulary word to the teacher (have your list ready). TONY’S TIPS • Show me (name a dance). • Vary the size of the activity area. • Complete a partner stunt with Larger areas make it harder for the someone else who was tagged. Chasers. • Designate more Chasers to increase activity by the Fleers. • Change Chasers every 2-3 minutes. NOTES 8 RECESS Ready 1 GRADES K-6 MARBLES 2 • 1 playground ball per student Set • • • • Create a large (30X30 paces) activity area. Pair students; identify Player 1 and Player 2. Give each student a ball. Scatter partners throughout the activity area, facing each other 5 paces apart. GO! 1. Today’s recess activity is called Marbles. The object is to kick your ball so it taps your partner’s ball. 2. To do that, Player 1 steps behind the ball, allowing Player 2 to make a kick (or roll) to try and tap it. 3. Player 2 makes their 1st kick. If the ball hits Player 1’s ball, great! If not, Player 1 will pass it back and Player 2 gets 2 more chances. 4. After 3 attempts, players switch roles. 5. Challenges • How many times can you hit your partner’s ball before Recess ends? • Move back 1 giant step after you hit your partner’s ball 3X. 6. Teaching Tips • To make it easier to score, move players closer a few paces. To add challenge, move them apart a few paces. • The game is best played on grass where balls don’t roll too far/fast. 61 Fire Safety Tag Chasing and FleeinG Ready • 4 cones (for boundaries) • 1 pool noodle (or other soft item) per 5 players Set • Create a large (30X30 paces) activity area. • Designate 1 in 5 players as “It” and provide each with a noodle (or other item). AFTER SCHOOL 1. Today you’ll play Fire Safety Tag. When tagged you must respond to the emergency in the right way to re-enter the game. 2. On “Go,” fleers may move throughout the area. On “Fire Safety Tag!” “Its” begin moving and try to tag fleers. We’ll begin at a fast, walking pace. 3. When tagged, freeze and put both hands up, signifying “fire”. You are unfrozen when another fleer comes along and says “Stop, drop, and roll.” The frozen player stops moving, drops to the floor, and rolls like a log back and forth 3X, then they are free to go. The helper runs to the wall (phone) and pretends to dial 9-1-1, then they are free to get back in the game. 4. We will change “Its” on my signal every few minutes. (Play for a minute or 2, then stop.) 5. If you have not been “It” yet, raise your hand. “Its” hand your noodle to someone with their hand raised. (Continue until all have been “It.” Increase the intensity of the locomotor skill used as you see players moving safely in activity area.) 6. Skill-it! • You may only tag after you hear “Fire Safety Tag!” • Stay in the boundaries unless dialing 9-1-1. Going out of bounds is the same as being tagged. 7. Challenges • How long can you go without getting tagged? • How many players can you help? 8. Character Matters • How does it feel to help others? GREAT GAMES GO! Safety First • Tag softly somewhere between the waist and shoulders using the noodle in your hands. • Move to open space. 15 06 AS Great Games FINAL QP.indd 15 5/29/12 12:29 PM FIRE SAFETY TAG Rewind • Stick with fast walking the whole game. Fast Forward • Lifeguard Tag – (Need several hoops placed in corners.) When tagged, put 1 hand up and wiggle as though bobbing in the water. Helpers bring a hoop over for you to grab, then they tow you to the corner. Drop the hoop and you are both free to re-enter the game. 1. Aerobic Capacity 2. Greater than 50% MVPA 3. Responsibility NOTES 16 06 AS Great Games FINAL QP.indd 16 Character Matters If you are able to help others in an emergency situation, do it! That doesn't mean being the “hero” by running into the burning building to save the kitten. Getting others to notice an emergency or dialing 9-1-1 is extremely helpful and could save lives! Group Size • Small – Play with 5 players. Keep the boundaries small for small groups. • Large – Play with very large groups. Increase the size of the area. Keep the pace at a fast walk to keep it safe. Limited Space • Pace at a fast walk or slower. Playing tag games with paper plates under players’ feet slows down the tempo. Wide Age Range & Skill Levels • Works with a wide range of speeds. Allow younger players to be “Emergency Responders.” Designate them as such with pinnies. They may not be tagged and have the specific job of helping others. 5/29/12 12:29 PM Side-by-Side Tag Chasing and Fleeing Ready • 6 cones (for boundaries) • 4 spot markers (for re-entry and exit zones) • 1 yarnball (or other marker) per 5 players Set AFTER SCHOOL GO! 1. Today’s game is Side-by-Side Tag where there are 2 side-by-side tag games going on. “Its” in 1 area try to tag as many fleers in their area as possible. 2. On “Go,” fleers may move inside the boundaries. On “Side-by-Side Tag!” “Its” chase the fleers. Tag by touching your yarnball between their shoulders and waist. We will start at a walking pace. As I see you move responsibly, we may move to faster locomotor skills. 3. If tagged, leave your area through the exit zone, do the re-entry task (e.g. 5 jumping jacks, 5 push-ups, grapevine along 1 sideline, etc.) then enter the other side through the entry zone. 4. “Its” stay in their area. 5. Challenges • How few fleers can you have in your area on the stop signal? • Fleers, how quickly can you move from 1 side to the other? 6. Fitness Focus • When moving side-to-side, you are practicing “agility,” the ability to change directions quickly. Can you name 3 sports where athletes need to be agile? GREAT GAMES • Create adjacent activity areas, each with an exit and re-entry zone near the midline dividing the 2 areas. • Form 2 groups; 1 per area. • Designate 1 in 5 players as “It” with a yarnball. Safety First • Move under control. • Watch for others when exiting and entering. 17 06 AS Great Games FINAL QP.indd 17 5/29/12 12:29 PM SIDE-BY-SIDE TAG Rewind • No Re-Entry Task – When tagged, move outside your area through the exit and enter the other area to begin play. Fast Forward • Dribble Tag – (Need 1 utility ball per player.) All players dribble basketball style while playing. Re-enter by dribbling from the exit to the entry zone. 1. Aerobic Capacity 2. Greater than 50% MVPA 3. Fair Play NOTES Fitness Focus Practice your agility at home. Find 2 lines about 10 paces apart. With your L foot touching 1 line, side-slide to the R line and back 10X and time yourself. Next, time yourself running forward to the far line, turning and changing direction and running forward to the 1st line. Repeat 5X. See if you can beat your times the next day. Group Size • Small – Can be played with as few as 8 players: 3 Fleers and 1 “It” on each side. • Large – Can be played with very large groups, just increase the size of the area. Keep the pace at a fast walk to be safe. Limited Space • Keep at a fast walk or slower. Playing tag games with paper plates under players’ feet slows down the tempo. Wide Age Range & Skill Levels • Choose a mix of higher and lower skilled “Its” on each side. 18 06 AS Great Games FINAL QP.indd 18 5/29/12 12:29 PM Partner Tag Chasing and Fleeing Ready • 4 cones (for boundaries) Set • Create a large (30X30 paces) activity area. • Form pairs and scatter throughout area. GO! AFTER SCHOOL GREAT GAMES 1. Today’s activity is Partner Tag where you will play tag with your partner. 2. One of you is the 1st Chaser, the other the 1st Fleer; decide now. 3. On signal, Fleers walk quickly away from Chasers, while Chasers do 5 jumping jacks. 4. Chasers, when you are finished, fast walk toward your partner and try to tag them using a 2-finger tag. 5. If your Chaser tags you, switch roles. Begin chasing only after you have completed your jumping jacks. 6. Challenges • How quickly can you catch your partner? • What can you do to get away from your partner? 7. Move More • Can you think of another way to play Partner Tag? Talk with your partner and come up with a few new versions. Safety First • Rate your partner’s fairness. Thumbs up if they followed the rules well. Thumbs down if they need some work. • Watch out for others moving throughout the area. 25 06 AS Great Games FINAL QP.indd 25 5/29/12 12:29 PM PARTNER TAG Rewind • Flag Pull – (Need 1 flag per player; tucked into back of waistband.) Pull your partner’s flag to tag them. Toss in the air and move quickly away. When they get it and put it into their waistband, they begin chasing. Move More Use an idea from class or come up with a new idea for playing Partner Tag with a friend or family member. Make a list of the variations you tried and be prepared to share. Fast Forward • Partner Toss and Tag – (Need music and 1 fun tossable per pair.) Face your partner 10 paces apart. When you hear the music, begin tossing back and forth. When music is off, partner holding the tossable is “It” and chases (walking) their partner. When you tag them, drop the tossable and switch roles. On music, return to playing catch. 1. Aerobic Capacity 2. Greater than 50% MVPA 3. Fair Play NOTES 26 06 AS Great Games FINAL QP.indd 26 Group Size • Small – Can be played with as few as 2 players. • Large – Can be played with very large groups, just increase the size of the area. Keep the pace at a fast walk to be safe. Limited Space • Keep at a fast walk or slower. Playing tag games with paper plates under players’ feet slows down the tempo. Wide Age Range & Skill Levels • If there are enough players, create 2 separate side-by-side games and allow players to choose between “Recreational” and “Competitive” playing levels. 5/29/12 12:29 PM ACTIVITY Stuck-in-the-Mud Ready • 4 cones (for boundaries) • 1 fluffball per 8 students • Music and player Set games • Create large (30X30 paces) activity area. (Note: This activity requires students to crawl; play indoors on a soft surface or outdoors on dry grass.) • Scatter individuals within area. • Designate 4 students as “Its,” and give 1 fluffball to each. GO! GRADES K-2 1. The object of Stuck-in-the Mud is to avoid being tagged by the “Its” (taggers) while freeing others who have been tagged. 2. When the music starts, fast walk (then skip, side-slide, gallop, run) within our boundaries and avoid being tagged by an It. 3. If tagged, stand in a straddle position (feet wide apart) with your arms straight up. You are “stuck in the mud!” 4. Players: Free those stuck in the mud by crawling through their legs! 5. Its: Safely and gently tag as many as you can with your fluffball. You may not tag anyone while they are crawling through someone’s legs or getting up. 6. (Play 2-3 minutes, then stop and designate new Its.) 7. Wrap It Up • Who freed someone from the mud today? How did it feel to be freed? • Did you remember to thank the person that rescued you? • Today at recess, lunch, after school, or at home, you may have another opportunity to help someone. It’s always the right thing to do. 9 High-Five Tag When tagged, stand frozen and balance on 1 foot with 1 hand raised high (demonstrate). Free a frozen player by giving them a high-five. Be sure to thank your rescuer. Leap Frog Tag When tagged, squat very low. Free a squatting player by leap-frogging over them. Thank your rescuer. STANDARDS ADDRESSED NASPE #1, 2 Spatial awareness, locomotor skills, chasing and fleeing #3, 4 Participates in enjoyable, challenging activities, aerobic capacity #5, 6 Participates, appreciates, enjoys movement, cooperates in a group setting Your State (Write in here) Social Studies The game we played today, Stuck-in-the-Mud, originated in England. It rains a lot there, so it’s easy to see how people could really get stuck in the mud. And speaking of England, did you know that the version of baseball we play today is said to have its roots in England? It comes from a game called Cricket that’s still popular today. No, not the cricket that rubs its legs together and makes noise at night, but a game played with paddles and a hard ball on a very large grass field. (Discover playground games children play in England: http://www. woodlandsjunior.kent.sch.uk/studentssite/ playgroundgames.htm) PAULA’S POINTERS • If an indoor surface or grass field are not available, have students free tagged players by doing 3 jumping jacks (or another activity where they don’t have to crawl on the ground) with them. • Progress from moderate to vigorous tempos as children warm up and demonstrate safe play. • Vary the locomotor skill each round. Vocabulary Rescue NOTES 10 ACTIVITY cat and mice Ready • 4 spot markers or cones (for boundaries) • 1 fluffball for tagging Set • Create 1 square (20X20 paces). • Place 1 student (Cat) on 1 sideline and the rest of the group (Mice) on the opposite sideline. Cat Mice GRADES K-2 1. This recess activity is called Cat and Mice. 2. The object is for the Mice (point to the group) to get as close to the Cat (point to the 1) as possible but not get eaten (tagged) by the Cat when it’s “Dinner Time.” 3. The Cat stands with back turned to the Mice on the other line. 4. Mice call, “Kitty Cat, Kitty Cat, what time is it?” and the cat turns to face the Mice and calls a time, such as 10 o’clock. 5. Mice then take that many (10) steps toward the Cat. 6. The Cat turns away from the Mice again, and they ask what time it is again. 7. Repeat until Mice get close to the Cat. The next time they yell “Kitty Cat, Kitty Cat, What time is it?” the Cat says “Dinner time!” and runs after the Mice, who retreat to their start line while the Cat tries to tag as many Mice as possible. 8. Last Mouse caught becomes next round’s Cat. 9. Wrap It Up • How close were you able to get to the Cat? • Did you take big steps or little steps? • Why? 19 Recess Activities GO! Locomotor Switch (Vary the locomotor skill every few minutes. Use faster skills as you see students playing safely.) Side by Side (Play 2 or more smaller games to allow more students to become the Cat.) TONY’S TIPS • If the Mice reach the Cat too quickly, make the play area larger. • If the Cat is unable to tag the mice, add a 2nd Cat to help. NOTES 20 Play a different way at home. One person is a Mouse, the other a Cat. The Cat closes its eyes and counts slowly to 9 out loud (because Cats have 9 lives) while the Mouse scurries to hide (in a closet, under a bed, etc.). The Cat counts to 9 again and tries to find the Mouse before reaching 9. If the Cat does, she/ he chooses a fun activity to do for 9 seconds (dance, imaginary jump rope, push-ups, etc.). If the Mouse fools the Cat, the Mouse comes our of hiding and chooses the activity to do. Switch roles and keep playing. ACTIVITY BOULDER RUNNER Prep • 1 Omnikin® ball (33 – 72") • Music and player (optional) Set MIDDLE SCHOOL Teach 1. To get ready for Boulder Runner, you will practice pushing the Omnikin® ball around the pathway between the circles. 2. How many times can we move the ball around the circle in 1 minute? Start slowly and get faster. 3. Cues • Keep your hands up and open. Meet the ball with palms and fingers ready. • Bend knees slightly, feet shoulder-width. • Work together. 4. Challenges • How many loops can the ball make in 1 minute, switching directions after every loop? 5. Boulder Runner • Now that we can move the ball around the pathway, I need a volunteer to be the Boulder Runner. She or he begins directly opposite the Omnikin® ball. • On signal, we will move the ball to chase the Boulder Runner. Both Runner and ball can change directions at any time. • When we tag the player, she or he chooses another player to be Boulder Runner. 6. Cues • Boulder Runner, keep moving and be aware of where the ball is. • Ball pushers work together to tag the Boulder Runner. 7. Challenges • How quickly can you tag the Boulder Runner? 8. Think About… • How did you encourage each other as a class while you were playing? • How did that encouragement help you move the ball around the circle faster? 31 COOPERATIVES • Arrange students to form 1 larger outer circle and a smaller inner circle. Students in both circles stand and face each other. • Place the Omnikin® ball in the pathway between the 2 circles; pathway should be about the same size as the Omnikin® ball. BOULDER RUNNER EXTENSIONS Double Circles, Double Balls (Need 1 more Omnikin® ball.) We will add a second ball for Double Circles. The goal is to see how many times the balls can go around without either of them touching each other. Double Runners We’ll have 2 Boulder Runners in the middle of the boulder’s pathway. Do not change directions. The ball and the Runners must always both be traveling in the same direction. How long can the Runners avoid being tagged by the ball? NASPE #2 Problem-solving #5, 6 Cooperation, communication and trust Your State (Write in here) Playing Boulder Runner with an Omnikin® ball is safe. Playing Boulder Runner with a real boulder would be a bad decision. Skateboarding with full pads and a helmet is safe. Skateboarding with no helmet or pads is also a bad decision. Do what you can to prevent injuries. Wear the gear – that’s why they make it! • Be sure students are safe and stay alert. Omnikin® balls are lightweight, but they still have a lot of force! • If you have limited space, have students sit and use their elbows to push the ball. Runners have to use a bear walk to get away. NOTES 32
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