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Potential Physical Activites

Session 1:

Icebreakers:

 

Human Bingo-(see below)

  • Hot Seat -in a circle formation, students take turns being in the ‘hotseat’.  The person in the hot seat calls out something to the group.  If anyone in the group agrees with the statement, or it represents them (anyone with short hair, change places) they change to a new spot.  They can’t go directly left or right and they can’t go back to their own spot once they have left it.  The last one left without a spot gets the spot in the middle or the hot seat.

 

Deinhibitisers:

  • Giants, Wizards, and Elves- An active group version of Paper Scissors Rock.  Two teams face each other in a playing area about a meter apart.  Groups huddle and decide whether they will be Giants, Wizards, or elves (actions and sound effects for each are essential).  They line up and when told to ‘declare’ they show their hand.  The losing team gets chased to the end of the playing area.  Anyone caught/tagged joins the other team.  Giants stomp on Wizards, Wizards put a spell on Elves, and Elves tickle the feet of Giants.  The team with the most players at the end wins.  If both teams declare the same, back to the huddle.  It’s a good idea to have a back up each time!

 

 

 

 

Session 2:

Deinhibitisers:

  • Knee tag- version 1 large group game, like everybody’s it tag, when you get tagged, hands on knees and re-enter the game when you want to.  No one is out for any longer than they want to be and anyone can be a tagger and get tagged.

  • Knee Tag- version 2 In pairs, face each other with feet and knees apart.  Try to tag your partner’s knees as many times as you can in 30 seconds.  You can slide and dodge but not run away!  Inside of knee is worth two points, outside is worth 1 point!  

 

  • Change 5- In pairs, students face each other and notice the appearance of the other person.  What they are wearing, jewellery, shoes, etc.  After having a good look at each other, both turn away and change 5 things about their appearance.  Turn back to face each other and each try to find the changes that the other has made...

 

  • Chuck the Duck (circle the circle) The group is divided into two teams and one starts off throwing an object like a ball, rubber chicken, etc.  The same team then forms a circle and one person is chosen to run as many times around the circle as they can.  They get one point as a team for each lap around the circle.  At the same time, the other team retrieves the object that was thrown and lines up like a train behind the person who picks up the object.  The team passes the object over and under (alternating) their heads until they get to the end of the line.  The last person yells

“STOP!” and throws the object.  The roles change and their group forms a circle and chooses a runner while the other group chases down the object and does the same.  The winning team is the team with the most laps.

Trust and Empathy

  • Hog Call -Blindfolded or eyes closed activity, in pairs, start from opposite ends of a space and try to find your partner by calling out to each other.  Before the challenge begins, choose names that will be fun to call out- like peanut and butter will make sense when they find each other: peanut butter!

 

  • Zombie- With bumpers up, mill around in a group. Choose a few Zombies without anyone knowing who the Zombies are. When Zombies meet Zombies, they each scream and turn each other in to humans.  When Zombies meet humans, the zombie screams and turns the human into a zombie, when human meets human, nothing happens and they move on to another person.  

 

  • Birthday Line Up-without speaking, the group tries to line up by birthday order from 1 January – 31 December using other forms of communication

 

  • Limited Senses-hand out numbers to the group in a circle and then have all close eyes, no talking, no running, bumpers up, line up around the circle in numbers 1 to...

 

 

Closing activity:

 

  • Big Fish/Little Fish-“Big Fish” with small hands moves around the circle to the right, “Little Fish” with big hand movements moves to the left.  Pass it around and see how well the group does with their actions.

Everyone is ‘it’:

Everyone is it, everyone is against each other and has to try tag as many people as they can. If you get tagged you must take knee, remember who tagged you and if they get tagged everyone who was tagged by that person is now back in the game.

 

Bump tag:

Essentially a game of Tag, students will be linked up via arms. 1 player will be chasing, 1 player will be running

 

Fitness circle:

Everyone in a circle gathers and does movements as a group after a series of exercises called out by the students they will record their heart rates, tell the person next to them and discuss whether it has improved.

 

Ultimate frisbee:

Players aren’t allowed to run with the frisbee only pass it to their team mates. This can be intercepted. If the frisbee is knocked onto the ground the team who didn’t knock it down keeps or retains possession. Score by catching the frisbee on your goal scoring side or ‘try area’.

 

Traffic tag

With a partner situate yourself within the square if you get tagged then you have to do a 360 degree turn, once you do this you chase after your partner without colliding into anyone else

 

100 Club

One partner is running from cone to cone while the other partner is performing an exercise such as a press ups, sit ups, burpees etc this will conclude at a total of 100.

 

Number calling game

  • A number is called, once this is called students will gather in accordance to that number.

Orienteering challenge (using a compass)

Bearings are situated around the school, students are to use these bearings to help find their next location. At each location there will be a letter, at the end of the activity these words will make a sentence for the groups to figure out.

 

Lions and rabbits

There are two lines of students. On one line they’re known as the rabbits, the other line is therefore known as the lions. The caller announces one of the two (lion or rabbit) that group then has to run away if their name wasn’t called.

 

 

Benchball (netball)

Netball rules without the zones. Throwing the ball to the bench and having someone catch it adds you to the bench, gather all of your teammates onto the bench to win.

 

 

Benchball dodgeball

  • Dodgeball version, once you get hit with the ball you need to stand on the bench, if you catch ‘the team ball’ everyone on the bench gets off and is back in the game.

-Catching the ball on the full results in the thrower being out.

- Throwing the ball and hitting above the waist isn’t considered an out.

-To get back in you need to catch the ball on the full whilst on the bench, falling off of       the bench during the catch is still an out.

-Once the whole team is out, restart the game.

 

Playdoh statues:

(Formative assessment: represent how much the students know about muscles and movements through visual observation)

In this activity a movement or muscle will be called. You have to either touch or move your partner into these phrases/names.

 

  • Run over to your partner, and touch their deltoid, touch their bicep, touch their etc.

 

  • Move your partner into flexion, touch their ball and socket joint, move them into extension and flexion.  Move their leg into flexion.

 

Gladiators dodgeball

  • Dodgeball rules

  • Rugby balls (on either end)

  • Matts (for medics)

  • Hoops for safe zones

  • Large matts for defence

  • Medics also require bands and can’t be targeted.

 

  • Gladiators have similar rules to capture the flag however, there are slight variations.

 

  • Players who are hit by a dodgeball are fallen warriors, these warriors have to sit down on the spot and can be revived by a medic one at a time.

 

  • Safe zones are placed around the field. These safe zones can be a hoop, or a Matt.

 

  • You are allowed to be in these safe zones for four seconds.

 

  • Players can hide behind the Matt as a form of defence.

 

  • Each side will have medics, these medics are to carry their group member to one end of the wall where they can be “revived”.

 

  • Team scores a point when they retrieve the ball and place it in the other end

 

  • The ball cannot be thrown over to the end.

  • Typical dodgeball rules are included

(catching on the full, below the waist etc)

 

Flipped classroom

Students are able to record themselves and take a video of them doing an activity or action, they can annotate this with the flipped classroom app and become the teachers or professional of a particular session or piece of content.

 

Chalk groups (draw and label as a group on the concrete)

 

 

Maui and the sun

Multiple turbo touch

Targeting the massive ball in the centre (tug of war ish)

Bounce ball

European handball

Speed Ball

Crash matt racing (potential learning activity for biomechanics)

Multi sport

Zone ball

Non-stop cricket

6 wicket cricket

T-Ball

© 2018 by Karl Rodrigo Heap

EDCURRIC 431

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