adventurous activities key stage 2 resources - … · task •pupils must climb through the •hoop...
TRANSCRIPT
Task•Pupils must climb through the •hoop one at a time without letting •go of hands.•The task is completed when• every pupil has gone •through the hoop.
Hoop Challenge AR 1
Challenge•Add a time restriction•Change hoop size•Go different ways•Race against another group•Change group members•Change size of groups•Introduce blindfolds•No talking
Safety & Resources•Ensure pupils are warmed up
•Ensure groups have enough space
•Hoops•Blindfolds
Magic Carpet
Scenario•You are riding on a magic carpet, the underside needs to be cleaned. You must turn the carpet over whilst everyone remains on the carpet
Challenge•Make the carpet smaller•No talking•Change group members
Safety•Ensure pupils are warmed up•Ensure groups have enough space
Resources•Square of thin carpet or tent ground sheet
AR 2
Trust: Falling backwards
•Stand 1 step in front of your partner with your back to them, feet together
•Without moving your feet, allow yourself to fall backwards
•Partners should ensure they use both hands to support the fall positioning them across the shoulder blades. They should ensure they have a wide stable base with bent knees
•Once you can do this, try starting further away from your partner
AR 3a
Trust: Leaning backwards
• Stand facing your partner as closely as possible with your feet together and toes touching.
• Hold onto each by the wrists• Lean backwards until your
arms are completely straight. Do not move your feet.
• You may want to allow the lightest person to lean backwards first
• Hold this under control for 5 seconds
AR 3b
Trust: Sit to Stand – Facing each other
• Sit facing your partner and hold both hands by the wrists
• Feet should be together and toes touching
• Try and stand up by pulling against each other
• Try and move from sitting to standing 3 times in a row without stopping
AR 3c
1
2
3
Trust: Sit to Stand – back 2 back
• Sit back to back with your partner, linking arms
• Push against each other and try to stand up
• Do not use your hands to push on the floor
• Once you can do this, try it without linking arms. Do not use your arms at all except for balance
• Try to sit back down without using your arms
AR 3d
1
2
3
Trust: Top-to-tail support
• One person lies on their back with their body straight.
• Partners position themselves ‘top to toe’. The person on top positions their hands either side of their partners feet
• The person on the floor picks up on leg at a time until they are completely supporting their partner and have lifted them in the air
• Try and hold this under control for 5 seconds
• Try and let go of one leg
AR 3e
Trust: Group sit
• In a group of around 8-10 stand in a circle all facing one side
• Each person is as close as possible to the person in front of them
• Hands are placed on the shoulders of the person in front
• After a count of 3, everyone should sit down on the lap of the person behind them
• Try to hold this under control for a count of 5 seconds
AR 3f
Trust: Group backwards lean
• Stand facing inwards with your group a very small step away from each other, feet together
• Hold onto the person next to you by the wrists
• On a count of 3, lean backwards until your arms are completely straight. Do not move your feet.
• You may want to allow the lightest people to lean backwards first
• Hold this under control for 5 seconds
AR 3g
Round Gym Maps
INSTRUCTIONSAim:To follow a line on the map accuratelyTo turn the map so that the line of travel is straight aheadPreparation:Prepare a set of round maps following the template given, draw a red line on the map, starting with a triangle and finishing with a circle. Draw the line to go around and over the equipment. Make sure each line starts and finishes at a different point and that the line is slightly different on each map.Set out bench, mat, hoops and cones as shown in map.Lesson:Pupils stand in a circle at the triangle shown on their map.Holding the map correctly they follow the line to the finish circle.Swap maps and repeat.
AR 4c
The Enchanted ForestTask•Pixies evade the sleeping trolls hidden under toadstools (hoops or grid squares) by crossing the forest via the toadstools •One group member should act as the wise wizard to help guide the pixies and has a map to show where each troll is sleeping•Each time a pupil steps on a new toadstool the wizard indicates whether it is safe or whether it harbours a sleeping troll•Pupils indicate where the danger lies by dropping a bean bag into the hoop and returning to the start•The next group member retraces the safe route seeing how far they can get•The task is completed when the safe route has been negotiated by all pixies
Challenge•Play without bean bags so that pupils must remember the safe route•Give groups different routes to follow•Ask pupils to plan courses for others to follow
Resources•Bean bags•Hoops or grid•Map for Wise Wizard
AR 5
Knots : Reef AR 7b
The reef knot can be used for sailing. It is a flat knot that is easy to undo.
It is used in first aid for trying slings and splints
What should I wear walking?
Cold weather• Warm hat• Warm jumper/s• Warm jogging bottoms• Waterproof jacket• Waterproof trousers• Gloves• Thick socks• Walking boots/wellies
Hot weather• Shorts• T shirt• Sun hat• Sun cream• Thick socks• Walking boots
In all seasons we need to be prepared for changes in the weather!
AR 11
The Countryside Code
Respect, Protect, Enjoy
• Be safe – plan ahead and follow any signs• Leave gates and property as you find them• Protect plants and animals and take your
litter home• Keep dogs under close control• Consider other people
AR 12
Things I must remember when working independently
of teacher around school
I must:• Stay within the school grounds• Stay with my partner / group• Go back to my teacher if I get stuck• Stick to my job
AR 13
Star Orienteering
One control is visited at a time from a central point, and recorded. Runners then
return to base to be given details of the next control point to visit.
Orienteering Courses
Start & Finish
Point 1
Point 2
Point 3
Score Events (scatter Orienteering)
Control markers can be collected in any order to complete the course in the fastest time possible
Start & Finish
Line or Short Loop Orienteering
Control markers must be collected in order
AR 14
Route Card (example)AR 15a
10 minutes
2 minutes
2 minutes
10 minutes
Timeallocated
Return via outward route
NW50 metresPark entranceLake
Turn left at the park gates, follow the pavement back to school
SW300 metresSchool gatesPark entrance
Follow the path to the lake
SE50 metresLakePark entrance
Turn right at the school gates, follow the pavement
NE300 metresPark entranceSchool gates
DescriptionCompass bearing
or direction
DistanceToFrom