games and activities (as of 5/6/15) : 1.photo booth/restroom break/popsicles (art room) 2.jump bands...

24
Games and activities (as of 5/6/15) : 1. Photo Booth/Restroom Break/Popsicles (Art room) 2. Jump Bands and Tinikling (PE room & Music room) 3. Potato Sack Race 4. Obstacle Course (Water) 5. Beach Ball Volleyball 6. Hungry Hungry Hippos 7. Scooter Hockey 8. Human Foosball 9. Spin Jammers 10. Parachute 11. Wipeout 12. Nuclear Waste Transfer 13. Fire Hose area: Nellis Fire Dept. will be on hand to cool anyone down who may need it near the fire hydrant! Please use only when at station #1&13 to avoid crowding. ! 1. (Kinder) Harbour/Faltinosky 2. Geiger/Goodloe 3. (Hay)Kountanpanya/ Persichini 4. David/McQueen 5. Roeper/Grazide 6. Opdendyk/(1st) Harbour 7. Manns/Garrett 8. Hahn/Hoge 9. Bainter/Cohen/Gates 10.Nuckoles/Harewood/ Tompkins 11.Bialorucki/Clark 12.Hanley/Kovarik 13.Mesina/Stombaugh Teacher starting locations. Be at station promptly at 9:15!

Upload: geraldine-wilcox

Post on 31-Dec-2015

213 views

Category:

Documents


0 download

TRANSCRIPT

Games and activities (as of 5/6/15) :1. Photo Booth/Restroom Break/Popsicles (Art room)2. Jump Bands and Tinikling (PE room & Music room)3. Potato Sack Race4. Obstacle Course (Water)5. Beach Ball Volleyball6. Hungry Hungry Hippos7. Scooter Hockey8. Human Foosball9. Spin Jammers10. Parachute11. Wipeout12. Nuclear Waste Transfer 13. Fire Hose area: Nellis Fire Dept. will be on hand to cool

anyone down who may need it near the fire hydrant! Please use only when at station #1&13 to avoid crowding.

!

1. (Kinder) Harbour/Faltinosky2. Geiger/Goodloe3. (Hay)Kountanpanya/Persichini4. David/McQueen5. Roeper/Grazide6. Opdendyk/(1st) Harbour7. Manns/Garrett8. Hahn/Hoge9. Bainter/Cohen/Gates10. Nuckoles/Harewood/Tompkins11. Bialorucki/Clark12. Hanley/Kovarik13. Mesina/Stombaugh

Teacher starting locations. Be at station promptly at 9:15!

Event Times (as of 4/30/15): 1. 9:15-9:212. 9:23-9:293. 9:31-9:374. 9:39-9:455. 9:47-9:536. 9:55-10:017. 10:03-10:098. 10:11-10:179. 10:19-10:2510. 10:27-10:3311. 10:35-10:4212. 10:44-10:5013.10:52- 10:58 (added)

****After final rotation, students at the station should bring all materials back to the marked return area, located near the Art room.

6 minutes each station, 2 minute clean-up and transition time to line up and walk to next station.

Photo Booth/Popsicles/Break

• Eat popsicles, enjoy seat in the shade.• Students and staff may choose to have a photo of

themselves taken in front of our Field Day artwork. Silly props and funny poses are encouraged!

• Students need to stay in area and dispose of trash properly.

• If time allows, then students may re-enter the fire dept. station before moving on to next station.

Tinikling/Jump Band tips● Slide, don’t lift the poles● Make sure you have same rhythm, tempo, and count (3 or 4

beats) with your group. ● When being an ender,try to continuously say the "in in out out". ● Avoid watching dancer’s steps so that way you remain on correct

count. ● What may be different is the tempo of the beats, making your

counts slower or faster.

Tinikling/Jump Bands Basic Steps•

Description Beats1. STRADDLE 2 jumps in 1 & 2

2 straddle jumps 3 & 4

Description Beats 2. STRADDLE turn 1 jump in 1

1 jump in, 1/2-turn 22 straddle jumps 3 & 4

Description Beats 3. SLALOM JUMP 2 jumps in 1 & 2

2 jumps out on one side 3 & 4

2 jumps in 1 & 22 jumps out on other side3 & 4

Potato Sack Race Review

• Jump using two feet to move from one side of the field to the other in a straight line.

• Do not try to run inside of potato sack.• When you get to the turnaround, there will be play coins and $. Each

student may grab only one coin each trip.• At the end of the time limit, teams should count their money to see which

team has the most.

Obstacle course safety

-negotiate obstacles safely and carefully!-do not run past others in line.-keep hands and feet to yourself -this station is NOT a race.-wait until starting teacher has given you signal to go.- try not to skip obstacles.-avoid just crashing through obstacles because it messes up the person

behind you.-when you finish, you may go to the back of the line and go again!

K,1st, and 2nd need to follow adults first for practice. Be safe!

Beach Ball Volleyball• half of the class is placed on one side of a volleyball net, and the other half of the

class is placed on the other side. • the ball is thrown over the net to begin the game; players are to catch the ball and

pass (i.e., throw or toss) the ball to someone else on their team, who may in turn throw to another teammate.

• 3 passes must be made before you may throw it back over the net (4th and 5th grade)

• 2 passes must be made before you may throw it back over the net (2nd, 3rd )• 1 pass must be made before you may throw it back over the net (K, and 1st)• Start on one of the X’s and stay in your area when ball is in the air!• Team who scores point keeps serve. Rally scoring = either team may score without

having serve. • Roll the ball under the net after a point. • After game begins, there may be more than one ball in the game (3 max). • Teachers keep score every time ball hits the ground give other team a point, or

have a student keep score using scoreboard.

Hungry Hungry Hippos• One student at a time will be on a scooter board while lying

on their stomach. The student on the scooter will push themselves out and try to grab only whiffle balls that are their team's color.

• The student on the scooter will then return to their team line and place all whiffle balls in their hula hoop. Any whiffle balls that are not the color of their team will be returned to the middle.

• At the end of time, the team with the most colored balls of their team is the winner.

• whiffle balls that are not returned by the bucket should not count.

• HHH video

Scooter Hockey Review

• Only those with scooters should be on court with short stick.• All others on either sideline or baseline with long hockey stick (demo hold).• At end of half (3 minutes) players on sidelines may switch with those on scooters.• No goalies. Stay out of the restricted area marked in front of the goal.• Referees or sideline will help with any ball that gets hit off of the court.• Must use stick and not hands to control ball.

Human Foosball review

• Player not on court may stand on baseline and sideline of court.• Each dot on the court is assigned to either a RED or BLUE team member. • Players may only move side to side, not beyond cones or player beside of

them.• All players should be aware that there is more than one ball in the game.

Nuclear Waste Rules

• Students must hold end of the rope.• If you drop bucket, or bottle, on ground, you must start over from the

beginning.• Touching the waste, or getting too close to the bucket may result in loss of

limb (student will pretend like they are missing arm/leg, etc.)• Person on team handling waste needs to wear protective glove.• As a judge, stand by the waste disposal site to ensure students don’t cheat

by grabbing bucket and dumping bottle in to the pool.

Parachute GamesPopcorn: Place a number of beanbags, small balls, or cottonballs onto the parachute.

Shake to make them pop up like "popcorn".

Color Switch: When parachute is in the air, call out one color. All students at that color

have to switch do a different section of the same color (ex: green, red, yellow,

blue).

Making Waves: Children can make small, medium, or large movements to make

various types of "waves." You can incorporate a story about a ship on the sea,

weather, etc. &/or use your voice as a tool to emphasize directives.

Merry-Go-Round: Children turn their bodies sideways and hold the chute with one

hand. They then walk around in a circle, making a "Merry-Go-Round." For variety,

children can hop, skip, jump, etc. You can stop music as a cue to reverse and go the

other direction.

Parachute Games

Sharks and Lifeguards: Everyone sits around the parachute with their legs put

underneath except for one shark (who is under the parachute) and one life guard

(who is standing outside of the circle) the shark tries to pull the campers under

while the lifeguard tries to save them. If pulled under, they become sharks. If

rescued, they become lifeguards. The game is over when everyone has been either

rescued or pulled under, and the team with the most at the end is the winner.

Outside Dome: Standing, lift the parachute waist height. Count to three - with "one" and "two" being small practice lifts. On three, all lift the chute overhead, and crouch down pulling the parachute edges down as well. This creates what looks like a "mushroom." (can also be done where all students go inside dome)

Wipeout• similar to game aliens vs astronauts (dodgeball-like game).• one team lines up behind the cone (running team) The other team (wipeout team)

lines up behind the 2 painted lines/hula hoops, forming a tunnel.• one person at a time from running team will try and run from one side to the other and

try and grab one bean bag. While running through the tunnel created by the wipeout team, the wipeout team will try and hit the runners by throwing dodge balls and rolling exercise balls in their way as they run. If they are hit by an exercise ball or dodgeball then they are out and must stand wherever they were hit by the ball.

• once all running team members are out, then the two teams switch sides.• on Field Day there will be other obstacles as well (silly string, water cannons, pool

noodles, etc.) only dodge balls and exercise balls count in getting a person out.• -runners who get out must sit down when out, but are allowed to make a shield to

protect their teammates as they run through the tunnel.

Afternoon Recess Olympics: 3rd, 4th, and 5th grade students and staff

1:00 p.m. till around 2:15 p.m. @ the playground1. 5 vs 5 soccer tournament2. 5 vs 5 dodgeball tournament 3. 5v5 Kickball games

4. Jump rope contest, hula hoop contest (individual and small group)5. Speed Stacking races (individual) in PE Room6. Foursquare tournament (individual) Foursquare Courts

***teams may be mixed grade level, must have adult captain***

Kindergarten, 1st, and 2nd grade students and staffDance Party assembly in multi purpose room

2:00pm - 3:00pm

Soccer Tourney Rules• First round matches are played to a 6 minute non-stop time limit.• After a brief passing period, all second round matches will start at same time on a signal and

will be played to a 7 minute non-stop time limit. • Championship match will be played to an 8 minute non-stop clock. • No goalkeeper allowed. Restricted area in front of goal.In the event of a tie, sudden death rules apply: Soccer - Penalty kick: 1 person from each team will take a shot from set distance (10-12 yards).

● All teams must have a team captain who is either a teacher, parent, or volunteer (plus 1 adult to 5v5 students).

● The team captain may chose to play, or not, in each of the games. Captains only will settle any disagreements on rules.

● Members on each 1st, 2nd, and 3rd place winners receive ribbons● 8 teams single elimination. Teams not advancing may play friendly matches

on fields not being used for tournament play.

Foursquare Tournament Rules - Individual matches • Each court should have no more than 2-3 people waiting.• Before starting play, determine how many people are playing in the king of court tourney, or Iron

Man. Use different markings for these students. One adult judge per 2/3 courts. Person waiting next in line is initial judge.

• Use own timers. (1st round = 10 min, 5 min rest period, 2nd round 10 min with 5 minute rest., final is 10 minutes.)

• Encourage students to take advantage of break period by finding shade and rehydrating. • Arguing with judge may result in being removed from game.

1. King of the Court Tournament: The winner of the tournament will have spent the most total turns in A square within the 10 minute time frame. Award 1st, 2nd, 3rd place after each round. Keep track of times in A square with hole punch, or stamp, on name tag.

Awards for 1st, 2nd, and 3rd place.2. Iron Man Tournament: Students will have to try and stay in the game for as long as they can. If the student is eliminated, they receive a talley mark on name tag ( different than king of court marker). After first round, those with most marks will be moved to a consolation game. After second round, identify winners bracket (5-7 students) for the final round match, move rest of students to other consolation game. Student with fewest total tally marks is the winner. • Awards for 1st, 2nd, and 3rd place from players in final round of Iron. Man and King of court

tournament.

Foursquare Rules

Serving the Ball• The ball is always served from A square • The server must drop the ball and serve from the bounce underhand. After serve, ball may also be

hit sideways and overhand. The ball may not be caught and thrown. • The ball must be allowed to bounce once in the receiving square, then the receiving player must

hit the ball into another square of his or her choice. • After the receiver touches the ball, the ball is in play.• Serves are meant to place the ball fairly into play (not slamming ball at feet, thrown, etc.).

Outs: Double hit, catching the ball, hitting the line, ball bounces twice in your square

● Initially, rule disputes may be upheld by the judge (next student waiting their turn in line). If judge isn't sure, a re-do is allowed, or the adult judge may rule on the play.

● King of court: adult judge will punch perosn's card who is in A square after each round. Most punches win!

● Iron man: after being out, go to get your card punched before going to back of a line. Fewest punches win!

Dodgeball Rules

• All 5 (6 with captain) start on the baseline. On the “go” signal, players from both sides will race to the center line to retrieve a dodgeball.

• If a player commits a fault, or an “out” then they must go to the area behind the baseline, known as “jail”.

• Committing a fault: crossing the line to the other team’s side.• Outs: throwing a ball that is caught by another player, getting hit/touched by the ball thrown by the

other team in the air, hitting an opposing player in the head• Ways to get out of jail: catch a ball thrown in the air by your teammate from behind the half court

line, or hitting an opposing player with the ball from behind the baseline “in jail”. • Most players on court and not in jail at the end of the round will be the winner.• In the case of a tie, sudden death 5 vs 5 restart, first player who gets out or faults, their team

loses.• Rounds are played to a two minute non-stop timer. • Tournament is double elimination ( must lose twice to be out of tournament).

Kickball Games

Played using traditional baseball rules• 3 outs then switch• 3 fouls is an out• Pitcher rolls ball from mound. Play stops when pitcher has ball and is standing on the

mound.• No lead offs or stealing bases. Must tag player with ball (no throwing at player).• Pitcher should be captain, or be chosen by captain to keep play moving quickly.• Games are played in inning format. Tie breakers will first be settled by finishing the

bottom the inning, next will be a single kicking attempt by one player to get the furthest.

-Single elimination. Students whose team loses may play consolation games on fields not being used, or replace students who are missing a player for their team.

• First round matches are played to a 6 minute non-stop time limit.• After a brief passing period, all second round matches will start at same time on a signal and will

be played to a 7 minute non-stop time limit. • Each championship match will be played to an 8 minute non-stop clock. *** on same clock as

soccer.

Speed Stacking Contests (individual) in PE room

• Students will be timed using stack mats and stop watches. • Students may use the first round (10 minutes using own timer) to practice the following

stacks: 3-3-3, 3-6-3, 6-6, and the Cycle stack, Cycle =start with 3-6-3, then 6-6, 1-10-1, ending in down stack 3-6-3.

• During 2nd round (15 min), Students should begin racing each other. • Using a champion/challenger format, the champion stays in the game after winning a race.

Give the winner of each match a tally mark/hole punch on their name tag. After a defeat, the challenger must select a different line and challenege a different champion. At the end of the 15 minutes, the top 3 with the most tally marks are the winners.

• Awards for 1st, 2nd, and 3rd place

During final round (15 min): Individual timed races. Have students use a stack mat to record their best times in each of the stacks. Ensure accurate timing and that students obey stacking rules!

*students who are finished may chose to go outside and watch finals of outdoor games.

Jump rope contests: ● longest time jumping (can be turns or time using

stopwatch)● best routine (individual and group; long and short jump

rope, jump rope rhymes, try and keep to within one minute**should be given around minutes to prepare routine.)

● 1st,2nd, 3rd place overall.Hula hoop contest: longest time, most hoops at same time around waist. -1st,2nd, 3rd place Jump rope demos: Double Dutch, Egg beater, mouse trap, and helicopter games, jump rope rhymes*no timer necessary except for during longest contests. **allow lots of breaks for water and shade!

2pm: K, 1st, and 2nd- Dance party (2pm)-rules: safety, spacing between each other, water bottle, and restrooms.-Sid shuffle-Cha cha slide-break dance demo (possible from kinder)-hula demo (possibly from Robles )-limbo-conga line-copy me game- play random song and pick a student for all others to follow. Start with one student in circle, give them 5-10 seconds then switch. Could use flashlight. -freestyle- play current hits. This way kids may get motivated to perform in front of class.-announce having a best 20-30 second freestyle routine: only if enough kids want to. Then have rest of kids as audience.