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Term Week

1 2 3 4 1 2 3 4 5 6 7 8 9 10 11

Fitness
Reg

Stage 3
Resources
All activities can be found at the end of the program.

Outcomes
MOS3.4 Refines and applies movement skills creatively to a variety of challenging situations.
Week 1

Teaching and Learning Activities


Fundamental Movement Skill Focus - Catch Monday SDD Tuesday Cut the Cake Wednesday Catches Count Thursday Student Choice

ALS3.6 Shows how to maintain and Week 2 improve the quality of an Camp Lake Burrendong active lifestyle. GSS3.8 Applies movement skills in games and sports that require communication, cooperation, decision making and observation of rules.
Week 3 Fundamental Movement Skill Focus - Kick Monday Norwegian Ball Week 4 Fundamental Movement Skill Focus - Sprint Monday Ball Sprint Week 5 Fundamental Movement Skill Focus Vertical Jump Monday Skipping Tuesday Jumping End Ball Wednesday Serjeant Jump Thursday Student Choice Tuesday Pass and Sprint Wednesday Kangaroos and Emus Thursday Student Choice Tuesday Target Ball Wednesday Caught in the Middle Thursday Student Choice

Week 6 Fundamental Movement Skill Focus - Throw Monday Throwing Golf Week 7 Fundamental Movement Skill Focus - Leap Monday Fly Week 8 Fundamental Movement Skill Focus - Dodge Monday Tag the Shadow Week 9 Fundamental Movement Skill Focus Side Gallop and Skip Monday Rob the Nest Week 10 Fundamental Movement Skill Focus Student Choice Monday Student Choice Tuesday Student Choice Wednesday Student Choice Thursday Student Choice Tuesday Corner Side Gallop Wednesday Island Tag Thursday Student Choice Tuesday Zigzag Chase Wednesday Rabbits and Rats Thursday Student Choice Tuesday Beat the Ball Wednesday Charlie Thursday Student Choice Tuesday Rob the Nest Wednesday In the drink Thursday Student Choice

Evaluation -

Cut the cake (groups of five or six) Students stand in a well-spaced circle. Student one stands in the middle of the circle and the others on the outside. A selected student on the outside runs around the circle catching and returning the ball to student one, through the space in between the other students. Student one can bounce or pass the ball to the student on the outside of the circle. Rotate students who are moving and throwing. Catches Count Students Groups of 3. Equipment 4 marker cones and 1 ball per group. Area Large open space. Activity Each student stands at a marker, leaving 1 marker free. The student with the ball throws to either of the other students then runs to the free marker cone. Increase the pace as skills improve. Variations Vary the type of movement (eg skip, hop, jump, leap etc) to the free marker cone. Count consecutive catches. Add 1 point for each catch and deduct 1 point for a dropped ball. Vary the distance between marker cones. Vary the type and size of the ball. Give each marker a value and students keep score. Norwegian Ball Students 2 groups of 812. Equipment 1 soccer ball per 2 groups. Area Large open space. Activity Group 1 lines up with the first student designated as the kicker. The object is for the kicker to kick the ball and to run around the group 3 times before group 2 in the field completes its activity. The ball can be kicked in any direction in front of the kicker. Group 2 fielders are scattered until the ball is kicked. Group 2 then run to retrieve the ball. They line up behind the person who has retrieved it. The ball is passed through each students legs, except those of the last student, who holds the ball in the air overhead when it is received. If group 2 performs this activity before the group 1 kicker can circle the group 3 times, the kicker fails to score. After everyone in group 1 has kicked the ball, the groups change places. Variations The kicker dribbles a second ball once around group 1 instead of running 3 times. Group 2 passes the ball overhead to the end of the line.

Caught in the middle Students work in groups of three in a line. Student one has the ball. Student one and student two keep the ball away from student three by kicking, dribbling and passing. If the ball is trapped the student who lost the ball changes places with the student in the middle. Depending on their skill levels, rotate the players positions after a set time period of time so everyone gets a fair go. Target ball Students work in two equal teams in half of the court for each team. Each team must stay within their half of the court during the game. The aim of the game is to knock over the four markers that are placed at the back of the other teams area. Both teams kick t heir ball to try to hit the other teams markers OR hit the students in the other team below the knee safely. If a student is hit, they join the other team to help them to knock over markers.

Pass and Sprint Students 2 groups of 610. Equipment 1 large ball and 1 relay baton per 2 groups. Area Large open space. Activity The running group forms a straight line with the first student holding the baton. The passing group forms a circle around one of their students. The first student from the running group runs around the circle of the passing group then passes the baton to student 2. Each member of the running group completes the circuit. At the same time the passing group counts how many passes of their ball can be made to the group members. Groups swap over and repeat. The group with the greater number of passes is the winner.

Ball Sprint Students 2 groups of 78. Equipment 1 ball per group. Area Large open space. Activity Groups form a line facing each other 4060 metres apart. Place the balls in the middle of the area. The students in each group number off. The teacher calls On your marks, set, and then a number. Students with that number sprint to their ball and raise it above their head. Variations Alter the distance between the students and the ball. Students start from various positions (eg sitting, lying etc).

Kangaroos and Emus Divide students into two even teams and give each student a braid to tuck into the waistband or pocket of their uniform. The aim of the game is to steal the braid from the opposition player. The students line up in two lines, facing the caller who is standing at the front of the line. The team on the left are the Kangaroos and the team on the right are the Emus. If Kangaroos is called these students must run to their end zone before the Emus can steal their braid. Repeat the game calling out different teams each time.

Sergeant jump Students work in pairs. Each pair lines up along a wall with a piece of chalk in the hand closest to the wall. They take turns to perform a vertical jump and, at the peak of the jump, make a chalk mark on the wall. . Pairs should rotate so that both students get a turn. Students try to beat their previous best mark.

Jumping end ball Students work in two teams on a basketball or netball court. The aim of the game is for each team to get the ball down their shooting end by passing the ball to other team members. Once it has reached the hoop the students perform a vertical jump to shoot the ball into the hoop. The students on the other team perform a vertical jump to stop the ball reaching the hoop. The ball can be intercepted at any time by the team who is defending and then they aim to get the ball to their shooting end. Throwing golf Allocate a playing area. Spread hoops around the area like a golf course. Students move around the area with a partner starting at hole one. Allocate a certain number of throws that students should perform to get their beanbag into the hoop. All throws must be performed overarm. Rob the nest Divide the class into eight teams. Mark out two square playing areas with four teams at each playing area. Each team lines up on a side of the square. Place a large number of balls in the centre. On the signal the first player in each team runs to the centre, collects and throws the ball to player two in their team. Player two puts the ball in the team hoop. Player two repeats the previous step, throwing to player three. Player three repeats throwing to player four. Teams continue until there are no balls left in the centre. The aim is to collect the most balls before they run out. In the drink Mark out two areas separated by a two metre by two metre no go zone. Students are divided into two teams. They throw the ball over the no go zone into the other teams area. Each team can earn a point when they throw the ball into a space and the ball lands, or is dropped, on the opposition side. If the ball is caught by the opposition the student goes into the no go zone. If students drop the ball they go into the no go zone. To get out of the no go zone students must touch the ball as it is passed over the m.

Beat the ball Students work in teams of six to eight. One team forms a row with each student two metres apart. The students from the other team stand at a starting line. On a whistle a ball is thrown up and down the row to be caught by each student. The other team leap over each pair of ropes opposite the throwers and back again to try to beat the ball. The teams swap positions and the activity is repeated.

Charlie Students Whole class. Equipment 2030 ropes. Area Large open space. Activity Students start from behind a line and run across the activity area (water), leap over pairs of ropes on the ground and dodge the Charlies who chase them, to get safely over the line on the other side. If they are tagged by a Charlie or if they miss a leap over a pair of ropes they become a Charlie. Before running across the water, students sing the chant: Charlie over the water, Charlie over the sea, Charlie caught a blackbird, But cant catch me.

Fly Students Groups of 46. Equipment 4 markers (eg colour bands) per group. Area Large open space. Activity Set out the markers about 1 metre apart. Students take turns to run up to the markers and leap between them. The fourth marker is moved to the spot where the heel of the leaper lands. The fourth marker is only moved if the leaper successfully leaps over it. Variations The last movement can be a jump instead of a leap. The pattern can be hop, leap, jump (triple jump practice). Students may choose any marker 1, 2, 3 or 4 to pick up and move to th eir landing spot. Zigzag chase Students form a large circle. Each student is given a number: one, two or three. Teacher calls On your marks . set. and t hen one of the numbers. Students with this number sprint around the outside of the circle in an anticlockwise direction, dodge in and out of a line of markers and then move back to their starting place. Students can only overtake other runners by dodging them on the outside. Players not running should jog on the spot and not interfere with the runners as they go by. Repeat until all students have had several turns at performing the dodge. Rabbits and Rats Students Whole class. Equipment 4 marker cones. Area Large open space. Activity Set the marker cones 30 metres apart. Students divide into 2 groups. Group 1 (rabbits) lines up 2 metres apart from group 2 (rats). If rats is called, the rabbits pursue the rats and vice versa. On the call of Rrrrabbits or Rrrraaats, the students attempt to tag their opponents before they reach their safety line. If caught they join the other side. Tag the Shadow Students Groups of 3. Equipment Nil. Area Large open space. Activity 1 student pursues the other 2 students and attempts to tag either of them by standing on their shadow. The pursued students avoid their shadow being tagged by dodging or reducing the size of their shadow, or seeking shade. The tagged student becomes the tagger. Variation Restrict the area in which students can run. Corner side gallop Mark out a square playing field with a marker on each corner. Students are in groups of three and numbered one, two and three. When the number one, two or three is called, students with that number side gallop around the field in a clockwise direction to touch the marker in each corner. The other two students in each group join hands and side gallop around the inside of the playing field until all the other team members return. Island tag Place a number of markers around the playing area. Each marker represents an island. Any student standing next to a marker cannot be tagged. Four students are chosen to side gallop between the islands to try to tag students as they side gallop from island to island. When students are tagged they exchange roles.

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