|
Games, Games, Games
Here are many games that your class can invent with a few pieces of equipment and a few simple instructions.
Equipment: One striking implement for one third of the class and one piece of equipment that can be used to strike for one third of the class. Some examples of striking implements are: tennis rackets, badminton rackets, paddles, hangers with stockings around them, plastic bats, plastic bowling pins, hockey sticks, and golf clubs. Some examples of equipment used for striking are: various kinds of balls, balloons, hockey pucks, bean bags and shuttlecocks.
The game:
- Divide your class into thirds by giving them either number 1, 2, or 3.
Give all the number ones a striking implement. All the number twos receive something to strike. Number threes do not need equipment. If there is an extra one or two students, they can join any group and get an additional striking implement.
- Ask the number twos to find a number one who they think has a piece of equipment that is compatible with theirs. Then ask the number threes to find a group that they would like to work with. You can also assign the number threes to a group.
- Once groups of threes are formed, challenge the students to invent a game using their two pieces of equipment. Here are rules that all groups must follow: All three players should have equal chances to use the equipment. There must be a way to score points. The game can be cooperative or competitive. The game must be safe for the three participants and for the surrounding groups.
- After most of the groups are playing a game, switch all number threes to a new group. The number threes can either learn a new game from their new group or teach the game they were playing to their new group. You can also move the ones or twos to a new group. Another choice would be to allow each or some of the groups to show their game to the rest of the class.
- Although you should allow the students the freedom to invent their own games, here are a few suggestions if they need help:
- One person pitches, one strikes and one catches. Rotate positions after three pitches. The team scores one point for each successful catch (cooperative). Only the person catching the implement scores a point (competitive).
- After striking the implement, run between point A and point B. Use painted lines or poly spots for the bases. Score one point for each base touched before the fielder can either throw, slide, or run the implement back to the pitcher. Rotate positions after each hit.
- Play near a wall. The striker attempts to hit the wall, the fielder attempts to catch the implement off the wall. Same rules as game number 1.
- With a hockey stick and a bean bag, the striker attempts to slide the bean bag between the legs of one person so that the third person can stop it with his/her foot or hands. Score one point for each successful stop. Rotate after three tries.
- Strike a balloon with a paddle then pass the paddle to person two, who strikes and passes to person three. Keep the balloon in the air as long as possible. See how many consecutive hits before the balloon touches the floor. Try to beat your best score. Try this game with a beach ball.
- Advance Ball - Same as in game number 1, but if caught, the team moves to the spot where the implement was caught. The idea is to get the whole team from the starting point to a designated finishing point. Score one point each time the team goes from point A to B and another point if they get back to A. Keep going back and forth until time runs out. After each catch rotate positions. If the ball is not caught, the team does not advance. If the ball is not caught after three tries, rotate positions.
Variation: Use additional equipment such as traffic cones, jump ropes, basketball hoops, hockey goals, poly spots, etc. This equipment is placed on the side. The students can get the equipment as needed.
|