Activities

Title - Mathematical Kick/Punch Ball By - Sue Wyman Subject - Math, PE Grade Level - 4-6 There are 4 bases taped to floor and a home plate. Students punch or kick a ball. Fielders immediately get the ball to pitcher. When pitcher has ball runners must stop. Teacher approaches base where runner has stopped and flashes a multiplication fact card to both the runner and say the 3rd baseman. If the runner beats the third baseman with the correct response the runner stays, if the 3rd baseman is first to answer correctly, the runner is out. Make base people change. Everyone bats per inning and you keep track of runs scored. You can also use addition/subtraction facts or division etc. Even spelling words if you want to integrate into English class. More bases can be added in large area, less in smaller.kickball

swiss ball square dance Dance -


 * **Name of Activity:** **Swiss Ball Square Dance** ||

**Purpose of Activity:** To combine movements into repeatable patterns. **Prerequisites:** Students must have had experience balancing on the Swiss balls with various arm and leg movements. [|Kids on the Ball], an excellent book by Anne Spalding, Linda Kelly, Janet Santopietro, Joanne Posner-Mayer, has been an excellent resource for me regarding Swiss ball activities. There are some good beginning rhythms activities suggested in the book, which could serve as prerequisites for this lesson idea. Students must be competent in Swiss ball safety. Students should be familiar with basic square dance calls. **Suggested Grade Level:** 4-5 **Materials Needed:** One appropriately sized Swiss ball per student, Tape to mark the formation on the floor, [|Kids on the Ball Book], Whiteboard or poster to list the square dance calls. **Recommended music:** Fisher's Hornpipe (Great Activities) Cotton Eyed Joe (Rednex) **Beginning dance formation:** Students place their Swiss ball on a piece of floor tape and sit correctly on the ball. Traditional 8-member squares work well, or adapt the formation to become triangles if the number of students is not divisible by 8. **__Description of Idea__**

After a review of safety, tell the students that they are going to work as a group to create a square dance sequence by selecting the calls they want to use. I created nine square dance calls and I walked the students through each (no music). The calls I used were: High five your partner (or high five your corner) All join hands and circle hips Right or left hand star (while bouncing on the ball) Right or left foot star (while bouncing on the ball) Arm movements (student-created) Swing your Swiss (put one hand on top of your ball and walk around it) Carry ball around the hall (pick up ball and walk one time around the square) Dribble ball around the hall (hand dribble the ball one time around the square) Do-si-do your partner (or corner) (Hold ball high overhead as you do) Forward and back (roll into a tabletop balance by walking the legs forward until ball supports shoulders): because of space issues, this one works best when head couples or side couples perform it, not the entire square Next, I randomly sequenced the calls and called them to music, "patter call" style. When the students could perform the calls, we moved on to creating the dance. Each partner group in the square selected one call and practiced performing it to eight counts (or a multiple of eight). They checked to see that no one else in their square had picked the same call. Next, each partner group taught the others in their square how to perform their call to eight counts. Cooperatively, the square decided the sequence of the four calls and practiced the sequence until they could perform it smoothly. Finally, they danced their Swiss ball square dance with music, as each partner group called out their move and counted the beats. For closure, I had the students tell their partner their favorite part of the Swiss ball square dance. **Variations:**

Have students expand their dance by adding another, different four-call sequence. Keeping safety in mind, ask students to create additional square dance calls for the Swiss balls. Provide an opportunity for students to videotape or perform their sequences. **Assessment Ideas:**

Assess each partner group as they call the dance sequence one time through.

Ask students to teach their dance to another group of eight. Have students write down their dance and use a rubric to assess if it met the stated criteria.

Dick Moss, Editor, PE Update.com The "Broken Pipe Relay" is an excellent icebreaker and cooperative activity. It forces students to communicate and work together in order to move a ball-bearing through a number of sections of PVC conduit. Setup Divide your class into groups of 6-12 students. Provide each student with a two-foot piece of plastic PVC conduit, available at any home building center or hardware store. Each group gets a small ball bearing or marble that will fit into the tubing. How to Play The members of each team put their sections of conduit together to form one long tube (or "pipe"). The goal of the game is to move the ball bearing through a total distance of 30-50 feet, or two-to-three times the length of the pipe. The groups accomplish this by having students at the front of the pipe move to the back after the ball has rolled through their section of conduit. They place their segment of conduit at the back of the pipe, which shifts the entire pipe closer to the finish line. The first team to reach the finish line wins the game. Need for Communication and Cooperation Students must communicate because of several factors:
 * Broken Pipe Relay Icebreaker and Cooperative Game**
 * The segments of conduit must be aligned perfectly in order for the ball to roll through them.
 * The ball will only roll downhill. As a result, students must work together to change the height and angle of the pipe whenever the ball stops moving.
 * A section of conduit cannot be moved until the ball has rolled through it. So students must be able to hear the ball moving through the tube and communicate that to their teammates.

Cooperative game/relay

In this relay, team members must be both swift of foot and steady of hand. What You Need Instructions
 * Egg carton
 * About 20 pennies
 * 1 bowl for each team
 * 1) **Setup:** Mark start and turn-back lines a good distance apart. Cut the lids from the egg cartons and place one for each team on the ground midway between the start and turn-back lines. Place 20 pennies in each bowl and put a bowl for each team on the turn-back line.
 * 2) **Playing the Game:** The teams line up at the start line. At "Go," one player from each team races to the turn-back line, picks up one penny from her team's bowl, and runs to her team's egg carton. There, she gets one chance to drop the penny into one cup of the carton -- without lowering her arm below waist height. She then runs back to the start line and the next player goes. The game ends when a team has gotten at least one penny in each cup of its egg carton


 * __Human Ladder

Flag Tag__**

__**Medieval Tag**__ Each team has a king and queen that they need to protect. The goal is to capture the other team’s king and queen. Kings (green), Queens (red), and Knights (yellow) may capture anyone. Foot soldiers can not capture Knights. There are designated jails marked by cones and only the Knights may free their teammates. Captured flags must be taken with the prisoners so if they are rescued they can reclaim their flag. The game is over when both king and queen are captured __**Fill the hoops**__ Place 4-8 hula hoops on the floor with the corresponding number of teams a uniform distance away from their hoops. Place all of the balls on the ground around the floor. In relay format, the first team to collect all the balls and place them in their hoop, wins. A variation is when the balls can be stolen from an opponents hoop.

__**Partner Tag**__ Everyone has a partner. Partners stand next to eachother and the pairs form a circle. Two players start in the middle of the circle, one player is "it" and the other is trying to get away. The way to avoid being tagged is to run and stand next to one of the pairs that make up the circle, the person in that pair that is not stood next to, then gets chased. If you are tagged, you are it, and you must chase the person who tagged you, until you tag them, or they stand next to someone else.

__**Racetrack Fitness**__ Set up a "Race track" by placing cones in a large circle in the middle of the gym. Have two different activities going on (one inside the circle and one outside the circle). Half of the students will be inside the race track doing activity 1 (jump rope, speed stacking, yo-yo, etc.), and the other half of the students will be running around the outside of the circle doing a different activity (dribbling soccerball or basketball around the "track", moving hockey ball around with hockey stick, or even just doing basic locomotor movements). After a few minutes have students switch so they can do both activities.

//**Golf **// The object of the game is for the two partners to move to each cone by passing the ball, while making as few passing errors as possible. The ﬁrst teammate (A) runs any dis tance towards the ﬁrst cone, then stops to receive a pass from his teammate (B). Then “B” then runs closer to the cone and receives a pass from “A.” The hole is completed when one of the members hits the cone with the ball. Missed passes count for a stroke and result in extra attempts until he pass is successful. The total of all the missed shots for the hole equals the score for that hole. he team with the fewest strokes for the entire course is the win ner.

in the tub and the rest pulled around a cone and back to the start line. Repeat process until everyone has had a chance to sit in the tub. Repeat with single challenges if desired
 * __Relay races with the tubs.__** Half of the group had on tub and theother half had the other. One person had to sit

**Germ Tag** **Suggested Grade Level:** 1-5 **__Description of Idea__ ** Have students find a good self space in the activity area. Give 2 students a green ball (make sure it is a ball they can hold in one hand) and give 2 students a red ball. The students with the **red balls** are the **"germs"** and the students with the **green balls** are the **"doctors"**. On the teachers signal the students are to move throughout the area according to the teachers locomotor movement choice (i.e., walking, sliding, skipping, etc.) trying to avoid beign tagged by the students with the **red**, "germs" ball. If the students without the ball get tagged (no throwing the ball) by a red, "germ" ball, then they are to get on their back and flail their arms and legs in the air. To get unfrozen they have to be tagged by students with the **green**, "doctor" ball. They are free to move in the game again after being cured (i.e., tagged) by a person with the green, "doctor" ball. Stop the game after a minute or so and have new students carry the doctor and germ balls. When explaining the game make sure you tell the students that the ball has the germs and not the students. Some students/parents may object to students being called "germs." Have students walk before doing other locomotor movements. Remind students to watch out for their friends on the floor that are the germs. They need to keep their eyes up while they are moving. Do not allow throwing of the balls. **Scarecrow Tag** (One hand or two hands) · Groups of five · Grids 5m x 5m The nominated defender must attempt to tackle the attacking players by touching them with two hands on the waist. When touched the attacking player must stand still with both hands outstretched horizontally. To make a tackled player free, another attacking player must run under the outstretched arms. · Work for one minute, then change the nominated defender. Have two defenders Reduce the dimensions of the grid. Or, to free a tackled player, a team mate must run between their outstretched legs rather than just under an arm.
 * Materials Needed:** Cones to define playing area, 2 red foam balls, 2 green foam balls
 * Teaching Suggestions:**
 * Coaching points **
 * Head up, eyes open
 * Look for space
 * Defender to focus on making two handed touch on attackers waist
 * Harder(for the defender): **
 * Easier(for the defender): **

Keypunch A powerful exercise for learning how to work together, communicate and seek to improve performance in medium sized groups.Randomly lay out up to 30 numbered markers or spots in a set area. This forms the keypad.Create a starting/finish point up to 10 yards beyond the set area- the group must assemble here-hence they do not have clear view of the keypad either before the first attempt or in between attempts.Briefing: The group must touch all the numbered spots as fast as they can. The team is given five attempts and must complete all attempts within a 30 minute window, whilst seeking to A/ complete the task and B/ if possible better their time. The group is penalized when a number is touched out of order and if more than one person is inside the boundary of the set area. The penalty may be, for example, that the group must start the attempt again but the time keeps ticking for that attempt.Give the team 5 minutes to plan, then begin the 30 minutes count down, and then start the timer for the first attempt. Time each attempt when they say they are ready to begin the next one.The team will eventually arrive at a variety of solutions including giving each member of the team a number (or several numbers) to step on in sequence as they run through the set area. After several attempts this 'ordering' will become more fluid.

Variations Use this teambuilding exercise to highlight the value of continuous improvement. Can be presented as a fun teambuilding initiative problem -There is a computer virus and the team must punch in the correct code or the entire data base will be lost!Variation in briefing=create a greater sense of role play by shaping the story line: a computer virus has infected the entire network of the organisation/ government and your team has been flown in to disinfect it. If more than one person enters the 'restricted zone' then they are 'fried'...add as much detail as you wish to enhance the atmosphere and/or build pressure. Depending on the group, alter the total time to 45 minutes and allow 5 minutes of separate planning time in between each attempt.

__Name of Activity: R-E-S-P-E-C-T Purpose of Activity: Students participate in a running/concentration game on teams and learn the expectations of physical education class. This is a great first day of the year physical education lesson.__

The materials require some work but it is well worth the time as the kids love the game!! The materials needed that are described below are for a class of 21. This would allow for 7 teams with 3 people on each team. If necessary create additional materials for larger classes in order to keep team size down. This will help minimize the amount of wait time students might experience. 7 cards of each fruit- I use; 7 apples, 7 bananas, 7 oranges, 7 grapes, 7 peaches, 7 watermelons, and 7 strawberries. On each card is a letter in the word respect. For example, one apple has an R, two have E's (there are 2 E's in respect) and so on. Each card also has a sentence describing the letter. For example, the R says, "Rules-learn the rules and follow them!" See "Teaching Suggestions/Tips" for an example of descriptions you could use for each letter. I made my cards out of 9 X 12 poster board and then pasted construction paper apples, watermelons, etc. on them and had them laminated. 7 cones, 49 hula hoops (optional)//**
 * //Prerequisites: Must be aware of self space as 7 or more students may be participating at one time.//**
 * //Suggested Grade Level: 3-5//**
 * //Materials Needed:


 * //Description of Idea//**
 * //Place 7 rows of 7 hula hoops at one end of the gym. Place the cards face down in the hoops or you can do this without the hoops. The hoops help the cards stay in place.//**
 * //Divide the students into the 7 various fruits as they come in and place in 7 relay lines which you can designate with cones at the opposite end of the gym. Tell students that this is a fun relay game and they will be trying to find their 7 apples or whatever fruit they are and then spelling a word as a team and placing it in front of their group. I give them a hint that the word is, "Important in every classroom as well as at home and on the athletic fields." The game is also a memory game. They need to watch closely so when it is their turn they do not turn over a card that one of their teammates already turned over.//**
 * //On the teacher's signal the first person from each team runs to a card and turns it over. If it is their fruit they bring it back to their team and tag the next student's hand. If it is not their fruit they turn it over and still come back and tag the next student's hand. They may only turn over one card per each turn. When their 7 fruits are found they sit down with their team and try to spell a word. Then they cheer on the other teams. I pick students to read each letter and we talk about what each one means.//**


 * //R-Rules: Learn the rules and follow them!//****//E-Enthusiasm: Always bring a good attitude to class!//****//S-Safety/Sneakers: Stay inside the black lines in the gym, no jewelry and sneakers are required to participate!//****//P-Purpose: Every lesson has a purpose!//****//E-Effort: Always try your best!//****//C-Challenge: Set goals and achieve them!//** **//T-Team: Together Everyone Achieves More!//**

Dick Moss, Editor, Physical Education Update.com However, the National Association of Sports and Physical Education (NASPE) considers the game to be inappropriate for use in schools because it puts children in the position of being a target. It can also cause pain if hard balls are used. Fortunately, you can adapt this game so that nobody is a target and it's fun for everybody. How? By having students throw the ball at a Cageball instead of each other.
 * Games: A Dodgeball Variation That's Better for PE Classes**

How to Play: Divide your class into two teams, each with an equal number of soft balls, like Gatorskin balls. Put the Cageball at center court (a Cageball is a large ball that's between 4' to 6' in diameter). The goal of the game is to throw the small balls at the Cageball to move it past the foul line of the opposing team's court. Good overhead throwing technique should be used and players cannot cross the half-court line to either throw or retrieve a ball. The game is over when the ball crosses the free-throw line or is touched by a player. And that's where the "Dodge" in Dodgeball comes in. Players will attempt to get as close to the ball as possible to get a good throw at it (when it's in their own court) and will have to dodge out of the way to avoid being touched by the rolling ball.


 * Reference: Joe Deutsch, "From Hall of Shame to Hall of Fame: Transforming Traditional Elementary Activities," Missouri Journal of Health, Physical Education, Recreation and Dance, 2007, 17, 48-52.

Students will be able to catch the Frisbee on 50 percent of the throws. Students will be able to throw accurately to others using proper throwing techniques. Students will be able to improve their scores while playing Frisbee Golf. Students will have fun. 12-14 Frisbees Hula hoops Cones
 * Frisbee Golf Lesson Plan**
 * Grade Level:** 3<span style="font-family: 'Times New Roman',helvetica,sans-serif; font-size: 8px; line-height: normal;">rd -6<span style="font-family: 'Times New Roman'; font-size: 8px; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;">th
 * Lesson Objectives:**
 * Materials and Equipment needed:**


 * Description of the Lesson:**

First gather them into a large group and explain to them that we are learning basic Frisbee skills and playing Frisbee golf.

Frisbee Throwing/Catching Skills-

You will need at least one Frisbee for every two students. The thumb is on top of the Frisbee and the index finger is along the edge of the Frisbee with the other fingers wrapped underneath the Frisbee.

To throw the Frisbee, the arm has to move in a sideways motion across the body. At the point of release, you need to snap or flip the risk toward your target and try to keep the Frisbee flat at the same time.

Catching the Frisbee is done with the thumb on one side of the Frisbee and the fingers on the other side, trapping the disk between the thumb and fingers. If student do not feel If student do not feel comfortable with this, then they can catch it with two hands.

Have partners form two lines 15 feet apart, facing each other. Students practice throwing and catching the Frisbee at different levels. Have them concentrate on throwing accurately to their partner. Move the lines further apart if the students can throw accurately from 15 feet.

Frisbee Golf- Lay out a course (like a golf course) with hula hoops serving as the target (like the cup on the green). Designate starting points for each target with cones. Students play the course individually or in groups and see how many throws it takes to get the Frisbee into each hoop. The number of targets you lay out depends on the space available. Depending on the space allotted and the size of the class, you may have to create more than one course.

Dodgeball (we called it Bombardment, in my high school days) is a fun game for those who are good at it and don't mind getting hit with flying projectiles. However, the National Association of Sports and Physical Education (NASPE) considers the game to be inappropriate for use in schools because it puts children in the position of being a target. It can also cause pain if hard balls are used. Fortunately, you can adapt this game so that nobody is a target and it's fun for everybody. How? By having students throw the ball at a Cageball instead of each other. How to Play Divide your class into two teams, each with an equal number of soft balls, like Gatorskin balls. Put the Cageball at center court (a Cageball is a large ball that's between 4' to 6' in diameter). The goal of the game is to throw the small balls at the Cageball to move it past the foul line of the opposing team's court. Good overhead throwing technique should be used and players cannot cross the half-court line to either throw or retrieve a ball. The game is over when the ball crosses the free-throw line or is touched by a player. And that's where the "Dodge" in Dodgeball comes in. Players will attempt to get as close to the ball as possible to get a good throw at it (when it's in their own court) and will have to dodge out of the way to avoid being touched by the rolling ball.
 * Games: A Dodgeball Variation That's Better for PE Classes**

Reference: Joe Deutsch, "From Hall of Shame to Hall of Fame: Transforming Traditional Elementary Activities," Missouri Journal of Health, Physical Education, Recreation and Dance, 2007, 17, 48-52.

<span class="articlebyline" style="background-color: transparent; color: #333333; font-family: Arial,sans-serif; font-size: 9pt; font-style: normal; font-weight: normal;">Dick Moss, Editor, Physical Education Update.com Crazy Legs is a fitness game you can play in small groups with a minimum of equipment. It's also a good leadup game for soccer. How to Play Divide your students into one or more groups, with one student per group designated as the "Crazy Legs." The other students form a circle about an arm's length apart. The Crazy Legs dribbles a ball around the outside of the circle. When ready, he kicks the ball into the circle, touches a player's shoulder and runs around the circle pursued by the player he has touched. Crazy Legs' job is to reach the empty spot in the ring before the player he has touched can touch her back. In the meantime, the other players kick the ball back and forth inside the circle. If the Crazy Legs is tagged, the pursuing player becomes the new Crazy Legs. If not tagged, the same player is the Crazy Legs for another turn. Options You can make the game even more crazy by using a second ball and an additional Crazy Legs.
 * Crazy Legs**

Thunderball

An Educator's Reference Desk Lesson Plan Submitted by: Heather Shook Email: shook618@hotmail.com School/University/Affiliation: St. Michael's Elementary
 * || <span style="font-family: arial,helvetica,sans-serif; font-size: 12px; font-style: normal; font-weight: normal;"> ==Thunderball==

Date: September 13, 2001 Grade Level: 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 Subject(s): Duration: 40 minutes Description: In this game, students try to earn as many points as possible by hitting a wiffle ball across the gym. Each student has the chance to earn at least 1-3 points per hit. The defensive team must work together to prevent points from being scored. Goals: Objectives:# Students will be able to work cooperatively in teams. Materials:* wiffle ball, wiffle bat, and tee (or a kickball can be used instead of a wiffle ball) Procedure: Prior to the lesson, set up the gym as follows: 3 rows of cones, with the first row starting at the 3-point circle of the basketball court, the second row placed at half court, and the third row placed at the opposite 3-point circle. The points for the rows are 1, 2, and 3 respectively.
 * Physical Education/Games
 * 1) To promote team building and sportsmanship.
 * 2) To practice motor skills (hitting or kicking a ball).
 * 1) Students will be able to asses their performance without blaming others (exhibit good sportsmanship).
 * 30 cones

Divide the students into two teams. The batting team will take turns to see how far they can hit a pitched ball (or a ball off of a tee). [Instead of batting, teachers can use a kickball if desired.] If the ball hits the wall in the air across the gym, the team receives 5 points. If the ball goes through the hoop at the other end, the team receives 100 points!

Note: It's only happened in my class once...a third grader did it!] The objective of the defensive team is to stop the ball before it goes through a row of cones. The farther the ball goes, the more points are awarded according to the point ruling. If a ball is caught in the air, then no points are given. Once everyone on the hitting team has had a turn, switch teams.

Note: There are NO rules as to where the students stand (except that they must start behind the first point row). The students as a team discuss where to place people to make sure the ball travels the least. As a teacher, stress working together as a team to come up with a plan/strategy.] Assessment: Observe and monitor students for good teamwork and sportsmanship. Look for weaknesses in hitting or kicking skills.

Helping hands || **Name of Activity:** **Helping Hands Tag** ||

**Purpose of Activity:** The purpose of the activity is to promote teamwork/sportsmanship by helping others and develop cardio-respiratory endurance and other health related fitness components. **Prerequisites:** The students need prior lessons in space awareness and traveling in space while being aware of others. **Suggested Grade Level:** 2-4 **Materials Needed:** Noodles, cones, space, up-beat music optional. **__Description of Idea__** This activity is best be played in the gym or outdoors. Select 3 taggers and give each tagger a noodle to tag other students on the waist and below. All other students will be runners. When a runner is tagged they sit on the floor where they are tagged. Tagged students may re-enter the game by being connected by two students with the hand. One helping hand is not enough to free a player that's sitting. The first helper that arrives must connect with a helping hand and stay connected until another helper connects to the other hand. Once a sitting player has two helping hands from two different helpers, they are allowed to pull the sitting player to his/her feet. They literally gave two helping hands. Helping players cannot be tagged once they're connected. When the two helpers are connected with the sitting player, they must remain connected until they enter the wellness center. Upon entering the wellness center all three players must perform 10 jumping jacks or sit-ups, or run in place for about ten seconds. They must then get back in the game by trying to help someone else after exercising. Taggers cannot go in the wellness center. Nobody is allowed in the wellness center unless they got tagged and/or are helpers. A good place to put the wellness center is in the center of the gym marked with cones. Switch taggers often or if everyone gets tagged. Remind the students that giving a helping hand prevents them from being tagged.

**Assessment Ideas:** Brainstorm after the game. How did it feel to help someone? Why did you enjoy this game? What did you like the most? How many people did you help? Did it matter who you helped? Why did you help others? How did you feel when you received a hand? **Teaching Suggestions:** Prior to beginning the activity discuss the helping nature of the activity. Ask students what they can do to help make sure students get back in the game quickly. Once a player has 2 helping hands, the helpers can give a signal to let the tagged player now they will be pulling them up. Caution students not to pull students up too fast.

**Adaptations for Students with Disabilities:** The classes can use a variety or locomotor movements such as walking or skipping. This activity can be adapted by changing activities in the fitness center as well.

Kindergarten - 1st grade Kindergarten and 1st grade - <span style="-webkit-border-horizontal-spacing: 12px; -webkit-border-vertical-spacing: 12px; font-family: Tahoma,Arial,Helvetica,sans-serif; font-size: 12px; line-height: 18px;">Title - Pretend Horse Competion By - Debbie Haren Primary Subject - Health / Physical Education

Grade Level - K-1 Materials: -A broom stick foam hockey stick or slender stick for each child. If possible a stick horse bought from a store. -cones or boxes

Procedure: Set up an outside area or the gym to be an obstacle coarse for the "horses". Have everyone get into two lines and explain to the children that this is called a relay race. The first team to get through the course and have every person been through it is the winning team! The obstacle course should be boxes or cones set apart and the children have to go around them in a zig zag pattern and then do it again on the way back!!

Objectives: Large muscle skill. Following directions. Working as a team. Supporting each other through words of encouragement!

Grade Level - K-2 - Kindergarten - 2nd grade Kindergarten

Warm Up Activity:

Activity 1: The teacher will divide students into two groups by counting 1, 2, 1, 2, and so on. After teacher is finished counting, all of the number one's will go to one end and the number two's will go to the other. On the teacher's command, the students will try to (walk, skip, hop) from one end to the other without bumping into any other students and always staying in their own personal space.

Prior to the lesson, set up the gym as follows: 3 rows of cones, with the first row starting at the 3-point circle of the basketball court, the second row placed at half court, and the third row placed at the opposite 3-point circle. The points for the rows are 1, 2, and 3 respectively.
 * || <span style="font-family: arial,helvetica,sans-serif; font-size: 12px; font-style: normal; font-weight: normal;">
 * Grade Level:**** 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
 * Subject(s):****
 * Physical Education/Games
 * Duration:**** 40 minutes
 * Description:**** In this game, students try to earn as many points as possible by hitting a wiffle ball across the gym. Each student has the chance to earn at least 1-3 points per hit. The defensive team must work together to prevent points from being scored.
 * Goals:****
 * 1) To promote team building and sportsmanship.
 * 2) To practice motor skills (hitting or kicking a ball).
 * Objectives:****# Students will be able to work cooperatively in teams.
 * 1) Students will be able to asses their performance without blaming others (exhibit good sportsmanship).
 * Materials:***** wiffle ball, wiffle bat, and tee (or a kickball can be used instead of a wiffle ball)
 * 30 cones
 * Procedure:****

Divide the students into two teams. The batting team will take turns to see how far they can hit a pitched ball (or a ball off of a tee). [Instead of batting, teachers can use a kickball if desired.] If the ball hits the wall in the air across the gym, the team receives 5 points. If the ball goes through the hoop at the other end, the team receives 100 points! [ ****Author's Note:**** It's only happened in my class once...a third grader did it!] The objective of the defensive team is to stop the ball before it goes through a row of cones. The farther the ball goes, the more points are awarded according to the point ruling. If a ball is caught in the air, then no points are given. Once everyone on the hitting team has had a turn, switch teams.

[ ****Author's Note:**** There are NO rules as to where the students stand (except that they must start behind the first point row). The students as a team discuss where to place people to make sure the ball travels the least. As a teacher, stress working together as a team to come up with a plan/strategy.] <span style="font-family: arial,helvetica,sans-serif; font-size: 12px; font-style: normal; font-weight: normal;">****Assessment:**** Observe and monitor students for good teamwork and sportsmanship. Look for weaknesses in hitting or kicking skills. || ||  ||


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