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Waterloo Elementary Field Day May 19, 2016 (Rain Date May 26) We are looking forward to a beautiful day on May 19th for our annual Field Day at Waterloo - get up, get out, and get moving! National Standards for Physical Education To value physical activity for health, enjoyment, challenge, self-expression, and/or social interaction. To demonstrate competency in motor skills and movement patterns needed to perform a variety of physical activities. To demonstrate understanding of movement concepts, principles, strategies, and tactics as they apply to the learning and performance of physical activities. To achieve and maintain a health-enhancing level of physical fitness. To participate regularly in physical activity. To exhibit responsible personal and social behavior that respects self and others in physical activity settings.

Transcript of 2014FieldDayPacket42414.docx  · Web view2018. 10. 18. · Give the students a “Ready, Set,...

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Waterloo Elementary Field Day

May 19, 2016(Rain Date May 26)

We are looking forward to a beautiful day on May 19th for our annual Field Day at Waterloo - get up, get out, and get moving!

National Standards for Physical Education● To value physical activity for health, enjoyment,

challenge, self-expression, and/or social interaction.

● To demonstrate competency in motor skills and movement patterns needed to perform a variety of physical activities.

● To demonstrate understanding of movement concepts, principles, strategies, and tactics as they apply to the learning and performance of physical activities.

● To achieve and maintain a health-enhancing level of physical fitness.

● To participate regularly in physical activity.

● To exhibit responsible personal and social behavior that respects self and others in physical activity settings.

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Students will be involved in 7 activities in addition to lunch and the staff vs. 5th Grade kickball game during Field Day. The activities include Field Relays, PE Challenges, Blacktop Stations, Corey the Dribbler Cultural Arts presentation, Star Wars Activity, Cooperative Games, and the Monster Run. Information explaining the scheduled activities as well as the master schedule are included in this packet.

This day is guaranteed to be FUN! We sincerely thank you for your help, cooperation, and support in making this such an exciting day for everyone! We truly appreciate it! Enjoy the day and have FUN!

~PE Team

For field day, each grade has their own class color. The colors will help identify where each grade is at any time. The class colors are:

Kindergarten- PurpleFirst Grade- OrangeSecond Grade- YellowThird Grade- GreenFourth Grade- BlueFifth Grade- Red

Students should bring a water bottle with their name on it. We encourage all students to wear comfortable, weather appropriate clothing, along with pre-applied sunscreen and a hat. Remind students to retrieve any items they set aside, before moving to the next field day station. Items left behind may be placed in the lost and found bins in the gym hallway.

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Field Day Packet ContentsCover

Page…………………………………………………………………………

…… Pg 1

Grade Level Schedule of

Events………………………………………… Pg 4

Field Day 2015 Master

Schedule………………………………………… Pg 5

Staff

Responsibilities……………………………………………………………

Pg 6-8

Field

Relays………………………………………………………………………

……… Pg 9-13

PE

Challenges…………………………………………………………………

………… Pg 14-17

Blacktop

Stations……………………………………………………………………

Pg 18-22

Volcano

Game………………………………………………………………………

…… Pg 23-27

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Cooperative

Games………………………………………………………………… Pg

28-30

Monster

Run…………………………………………………………………………

… Pg 31

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FIELD DAY 2016 GRADE LEVEL SCHEDULEK12345Time

Unpack &Prep

Unpack &Prep

Unpack &Prep

Unpack &Prep

Unpack &Prep

Unpack &Prep

9:15-9:30

COREY THE DRIBBLER

COREY THE DRIBBLER

COREY THE DRIBBLER

STAR WARSBLACKTOP PE

CHALLENGES9:30-10:00

COREY THE DRIBBLER

COREY THE DRIBBLER

COREY THE DRIBBLER

COOPERATIVE GAMESSTAR WARSBLACKTOP

10:00-10:30

FIELD RELAYS

MONSTER RUN

COOPERATIVE GAMES

COREY THE DRIBBLER

COREY THE DRIBBLER

COREY THE DRIBBLER

10:30-11:00

PE CHALLENGES

FIELD RELAYSMONSTER RUNCOREY THE DRIBBLER

COREY THE DRIBBLER

COREY THE DRIBBLER

11:00-11:30

BLACKTOPPE

CHALLENGESFIELD RELAYSLUNCHLUNCHLUNCH

11:30-12:00

LUNCHLUNCHLUNCHMONSTER

RUNCOOPERATIVE

GAMESSTAR WARS12:00-12:30

STAR WARSBLACKTOPPE

CHALLENGESFIELD RELAYS

MONSTER RUN

COOPERATIVE GAMES

12:30-1:00

COOPERATIVEGAMES STAR WARSBLACKTOP

PE CHALLENGES

FIELD RELAYS

MONSTER RUN

1:00-1:30

MONSTER RUN

COOPERATIVE GAMESSTAR WARSBLACKTOP

PE CHALLENGE

SFIELD RELAYS

1:30-2:00

FD CLEAN UP & KICKBALL

PREP

FD CLEAN UP & KICKBALL

PREP

FD CLEAN UP & KICKBALL

PREP

FD CLEAN UP & KICKBALL

PREP

FD CLEAN UP &

KICKBALL PREP

FD CLEAN UP & KICKBALL

PREP

2:00-2:30

STAFF VS. 5TH

GRADE KICKBALL

GAME

STAFF VS. 5TH

GRADE KICKBALL

GAME

STAFF VS. 5TH

GRADE KICKBALL

GAME

STAFF VS. 5TH

GRADE KICKBALL

GAME

STAFF VS. 5TH GRADE KICKBALL

GAME

STAFF VS. 5TH

GRADE KICKBALL

GAME

2:30-3:30

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Field Day 2016 Master Schedule

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Activity SessionsUnpack and Prepare (9:15 – 9:30)

Once students have unpacked and attendance is taken, check to see if students need water or need to go to the bathroom. At 9:25 we will say the Pledge of Allegiance, Waterloo B.E.S.T. pledge and the Olympic Creed. After that each grade will move to their scheduled activity.

LunchStudents will have the option to buy lunch and will eat outside or inside depending on the weather. Students may bring towels to sit on for eating outside or for watching the kickball game.

Corey the DribblerThis activity is in the gymnasium.

Former Harlem Globetrotter with an inspirational story. Corey Rich is a 4-Time Guinness record holder that’s been featured on TV and NBA Halftime Shows. Corey travels the country inspiring kids to R.E.A.D., a character education message. READ - Respect, Education, Attitude/Activity, and Don’t Bully or Do Drugs are the Four Principles he encourages the students to live by. Corey teaches the value in reading and how it led him to win a spot on the Harlem Globetrotters. They are taught to respect their parents, teachers, classmates, and that bullying is not cool! Corey encourages the kids to excel in school while bringing a positive attitude with them every day. Staying active and fit is stressed along with drug awareness. Steal the ball from the World’s Greatest Ball Handler! Besides an unforgettable ball handling show, students will have fun being involved in several games with Corey, some including even the teachers! The kids will also have the chance to steal the ball from the World’s Best Ball Handler! This is truly an amazing experience your students will LOVE!

Water, First Aid Centers & Schedule

There will be water bottle refill stations at the Monster Run and out on the blacktop station. The water jugs will be under tents and there will be a volunteer stationed at each one. Students must ask to refill their water bottles or get a drink. No water is allowed to be thrown or dumped on students or equipment during Field Day. This includes pouring it on themselves or on the gymnastic mats.

Only ONE refill per activity/one paper cup of water per activity block.

We will have a designated first aid tent out on the blacktop. A red cross on a white background will identify it. A designated teacher/volunteer will be present at these centers to administer basic first aid for cuts and

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scrapes. Any students with serious injuries or complications should be brought to the health room immediately.

End of the Day

The completion of field day stations is at 2:00. If you are at a station with equipment, please help by bringing this equipment to the gym door. From 2:00 until 2:30, there will be preparation for the kickball game. The game is from 2:30- 3:30 and dismissal will follow as usual. Students are encouraged to bring a towel to sit on outside and you may stay outside for as long as your class is interested and engaged.

Thank you so much for all of your help and support! This event could not be possible without your flexibility, enthusiasm, and continued support! Thank you so much! We truly appreciate it!

Loo PE Team

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Field Relay EventsThere will be 15 stations set-up on the field for student groups to work

at. Each station will have a chair with directions and a prize for each group once they have completed the station. Students are to complete the station activity and then move to a different station. They must wait their turn if there is a line at a station. Encourage students to move to open stations and to not wait in line. If you see a station without a volunteer, please take an active role and help run the station. Station directions are also included in this packet. All students have reviewed these stations in PE and have been told the directions.

Safety Rules:● Students must stay on their feet● No throwing equipment● No dumping of water on selves or others at the water

stations● Students must go around the 50 yard dash race and not

through it

These activities are located adjacent to the cemetery and staff parking.

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Waterloo Field Day Field Relay Stations:

1. Waiter Race 9. Sack Race2. Spoon and Egg Race 10. Hurdles3. Sponge Relay 11. Cup Stacking Relay4. 50 Yard Dash 12. Obstacle Course5. Jump the River 13. Team Trekkers6. Soccer Dribble Relay 14. Stilts7. Lacrosse Cradle Relay 15. Big Feet Walkers8. Hippity-Hops

1) Waiter Race

All students will wait behind the starting line balancing 3 cups of water on their plastic plate. On the “Go” signal, students will have to race down and around the cone and back. If their cup tips over or spills, they have to go back and fill up their cup again with water and begin racing again. The first person to make it down to and around the cone first without tipping or spilling their cup of water, wins. When the race is over, students should dump their water back into the bucket and not on themselves or on the ground.

2) Spoon and Egg Race

Students must hold the spoon with one hand while the other hand is behind their back. They must walk/run down to and around the cone while balancing the egg on the spoon. If the egg drops, they must pick it up and start over again at the starting line.

3) Sponge Relay

Have the students line up, with one person standing inside a starting hoop with a water bomb. On the signal to begin, the students will run to the baby pool and submerge the water bomb into the water. They will run back to their hoop and squeeze out the contents of the bomb into the cup. The person to fill their cup wins. *Have students dump the contents of their cup into the white bucket and not onto the ground or themselves.

4) 50-Yard Dash

At this station, students will be racing from behind the starting line to the finish line. Give the students a “Ready, Set, Go” signal and they will run in a straight line down to the finish line. When they cross the finish line, students will walk back to the starting line off to the side of the racetrack. Each group of 4 can run the 50 yard dash one time. No more than 1 group can run the 50-yard dash at the same time.

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5) Jump the River

Who can jump the furthest? (Similar to the Running Long Jump) Start with two ropes parallel to each other, about 1 foot apart. One person at a time jumps over the ropes. After each person gets 1 turn at that distance, move 1 jump rope farther away, creating a wider distance to jump across. After everyone has had a turn to jump at that distance, continue to make the “RIVER” wider. If a student jumps and does not clear both ropes, then he/she is out. A student is also out if they land on his/her knees or bottom. They MUST land on their feet. Sliding or falling down is NOT allowed. Keep jumping and making the ropes wider until 1 person is left jumping.

6) Soccer Dribble Relay

Groups of four will be split into groups of two. Students will race at the same time, weaving in and out of the cones. They will turn around at the final cone and weave back to the starting line. When the first person has dribbled down and back, they will pass the soccer ball to their partner who will take their turn. When both groups of two have dribbled down and back, the group is finished with the station.

7) Lacrosse Cradle Relay

K-2 – Use yarn ball. 3-5 – Use an indoor lacrosse ball. Students will race in groups of two while cradling at the same time weaving in and out of the markers. They will turn around at the final cone and race back to the starting line. When the first person has cradled down and back, they will give the ball and stick their partner who will take their turn. The first pair to go down and back, twice, wins.

8) Hippity Hops

Each student will sit on a Hippity Hop at the starting line. On the “Ready! Set! Go!” signal students will Hippity Hop down to the cone and back. Students must keep hands and bottom on the ball during the entire race.

9) Sack Race

The sacks should start laying on the grass with the opening on the starting line. When students start the race, all students start by standing on top of the bag opening with their hands up in the air. (This makes it fair.) The race begins when students hear, “Ready, Set, Go”. They should step off of the sack, then pick it up, put both feet all the way in and begin jumping down, around the cones and back. Students MUST: stay on their feet when crossing the finish line (no diving or sliding across) and pull the bag up as far as they can. If a student falls down, they must get back up and continue jumping.

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10) Hurdles

One student starts in each lane, behind the line. Students will run and jump over the hurdles as well as over the half-circle hurdles. *If a person knocks down a hurdle, it must be put back up by that same person. At the last hurdle, students will run to the marker and then turn around and come back.

11) Cup Stacking Relay

Each student will line up behind a marker and in front of one stack of three “cups”/buckets. On the “Ready! Set! Go!” signal, students will run down to the buckets and “up-stack” the cups into a pyramid of two on the bottom and one on the top. They will run back to their markers at the starting line and then run back to “stack down” making the pyramid disappear into a stack of three buckets again. They will then race back to the starting line.

12) Obstacle Course

Two students line up side by side. On the word “go”, they race down around the final cone and back through the obstacle course. If they knock over any equipment, they much fix it before they are allowed to continue with the race.

13) Team Trekkers

Split the group of 4 into 2 groups of 2. Each group will have to work cooperatively to “trek” around the cones and back to the finish line before the other group. Modification for K-2: Make the race to the line, instead of down and back, so when the group of two has crossed the finish line, they will step off of the Team Trekkers and bring them back to the finish-line. Each group must keep both feet on one of the boards. Hints to help: Tell groups to pull up on the rope so the boards stay on their feet

14) Stilts

Students must start behind the line and start with their feet on the ground and not on the stilts. * Part of the strategy for winning the race is how quickly students are able to get on the stilts. On the “Go!” signal, students get on the stilts, race down to the cone, around the cone and back. If they step off the stilts, they must stop moving forward until they are back on the stilts. (Students in grade K and 1 should have the cones moved closer to the starting line and are allowed to begin standing on top of the stilts.)

15) Big Feet Walkers

Students begin the race with a pair of big feet walkers under their feet, behind the start/finish line. On the “Ready! Set! Go!” signal, the students race down, around the cone, and back to the start/finish line. The first person to cross the start/finish line, after going around the cone, is the winner. (Students in grade K and 1 should have the cones moved closer to the starting line)

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PE ChallengesThis activity is located to the right (of what used to be) the kickball

field, by the portables. Volunteers manage the PE field activities, however, teacher supervision is a great need during this activity to ensure equipment is used in the proper way and any misbehaviors are properly handled. The goal for the students is to complete all activities within the allotted time limit. Most activities are designed to be completed with a partner or their group of four. They can freely rotate from station to station. Please encourage students to move to open stations. They must clean up before they go to a different station.

Safety Rules:● Students must keep equipment in the designated play area● Students must stay on their feet

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Waterloo Field Day PE Challenge Stations1. Lacrosse Shootout 9. Horseshoes 2. Tug Of War Duel 10. Soccer Shootout 3. Tic-Tac-Toe Toss 11. Bean Bag Bullseye 4. Dunk the Steelers 12. Velcro Catch5. Bowling 13. Golf Chip6. Balance Boards 14. Frisbee Throw7. Comet Toss 15. Javelin Throw8. Bucket Elimination Toss

1) LACROSSE SHOOTOUT

K-2 – Use yarn ball. 3-5 – Use an indoor lacrosse ball.The starting place depends on the grade of the player. They must find their grade-level line and

stand behind it. From there, each player will have three tries to score points by making a goal. If the player makes a goal, they may move back one line for the next try. After three tries, the player gives the ball and stick to the next teammate for his or her turn.

2) Tug Of War Duel

Each partner must stand on a platform holding the end of the rope. On the “Go!” signal, students begin to pull and try and get their partner to step off the block or lose his/her balance. The game is over when someone steps off the block or one person lets go of the rope.

*Remind students of the strategy to pull some rope and then let the rope slide through their hands in order to make their challenger lose balance. *Platforms must stay on top of the spray painted boxes.

3) TIC-TAC-TOE TOSS

Students will play a game of tic tac toe with their partner. Students underhand toss from the line to play tic-tac-toe. The first student to get 3 of their colored bean-bags in a row (horizontally or vertically) in the tic-tac-toe board, wins.

4) DUNK THE STEELERS

Students are trying to use proper force to bounce a (Steelers) playground ball into the inflatable basketball hoop. They have two chances and must stand behind the line while taking their turn. The line the students stand behind are according to grade, with K being the closes, and 5 being the furthest from the basket.

5) BOWLING

One group member at a time stands behind the bowling line. The student has three chances to knock over as many pins as possible. The 6 pins are set back up in between each roll for a total possible score of 18 points.

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6) BALANCE BOARDS

Help students figure out which board is easiest for them to balance on. There are 3 different boards for them to try. See how long they can balance on each board.

7) COMET TOSS

Each student starts behind their line with 3 comet balls. The students hold the comet ball by its tail and use and underhand toss to attempt to score points. All students stay at their line until all the comets have been tossed, then they may retrieve them. If their toss goes inside the bucket, the student earns 3 points. If the toss stops inside the painted ring on the ground, they earn one point. The students have three tosses to score as many points as they can.

8) Bucket Elimination Toss

Two students line up side by side behind their tossing lines. Using an underhand toss, the students attempt to eliminate their three buckets by getting a ball to land inside of each bucket. The two students engaged in activity alternate turns until one has eliminated all of his or her buckets to win the game.

9) HORSESHOES

Standing behind the line, students take alternating turns trying to get their horseshoes around the stick. Horseshoes ringer around the sick wins and if there is no ringer, then the closest horseshoe wins.

10) SOCCER SHOOTOUT

The starting place depends on the grade of the player. They must find their grade-level line and stand behind it. From there, each player will have three tries to score points by making a goal. If the player makes a goal, they may move back one line for the next try. After three tries, the player gives the ball to the next teammate for his or her turn.

11) BEAN BAG BULLSEYE

One partner at a time will underhand toss the 4 bean-bags towards the pad from the starting line. Keep score! See who scores the most points.

12) VELCRO CATCH

There can be two groups at this station. They can play catch with the sticky mitts for no longer than 2 minutes. They should not be any farther than 10 steps away or any closer than 2 steps apart.

13) Golf Chip

Students get three attempts to chip golf balls to targets. When it is a student’s turn, he or she steps forward to the golf tee box. All other students waiting their turns must remain

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behind the safety line. After the student has had three chips, he or she may retrieve the three golf balls.

14) FRISBEE TOSS

Students stand behind the line when throwing. Students get three attempts to throw the Frisbee through the targets. They can choose between the plastic Frisbee or the “Fun” Frisbee.

15) Javelin Throw

Students line up side-by-side behind the throwing line. They will then count-down “3…2….1….throw!”. On the command to throw, each student will attempt to throw the javelin with an overhand throw as far as they can. They must stay behind the throwing line until everyone in their group has thrown their javelin. Once everyone has thrown, the students may go retrieve their javelin and see whose throw was the furthest.

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Blacktop EventsThere will be 15 stations set up on the blacktop for student groups to work

at. Each station will have a chair with directions and a prize for each group once they have completed the station. Students are to complete the station activity and then move to a different station. They must wait their turn if there is a line at a station. Encourage students to move to open stations and to not wait in line. If you see a station without a volunteer, please take an active role and help run the station. Station directions are also included in this packet. All students have reviewed the stations and practiced most of them in PE.

The students may use the playset, but only after completing ALL of the blacktop stations. If you see students on the playset, please ask them if they have completed all the stations in order to earn the playset time.

Safety Rules:● No swinging equipment over their heads like a helicopter● Students must use an underhand toss, not a throw at tossing

stations● Playset

Students must always have at least one hand on the equipment (no hanging from just their knees)

Students may not sit or stand on pull-up or parallel bars Students may only go down slide feet first, on their bottom

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Waterloo Field Day Blacktop Stations:1) Beanbag Toss 9) Dribble-Shoot Race2) Sponge Toss 10) Hockey Dribble Shoot Race3) Short Jump-Rope 11) Hockey Connect Four4) Hula-Hoop 12) Scooter Race5)Shuttle run 13) B-Ball Shoot6) Monster Lasso 14) Pup-Toss7) Duck Toss 15) Plunger Race8) Beanbag Toss

1) Beanbag Toss

The starting place depends on the grade of the player. They must find their grade-level line and stand behind it. From there, each player will have five tries to score points by tossing the bags through the holes in the board. Each bag to go through a hole is one point. Once a player has had their five tosses, they retrieve their bags and the next player has a turn.

2) Sponge Toss

Students start on the “X”. One student starts with the sponge ball. The sponge ball may be dunked in the water bucket in the middle for more excitement. The students then must use underhand passes to toss the sponge ball back and forth to any of the open teammates. If a student makes an uncatchable toss, they are out of the game. If a student fails to catch a catchable toss, they are out of the game. If they do not know if it is catchable or not, the field day volunteer running the station may make a judgment call, or the players can play “paper, rock, scissors” to determine who is out. The game is over when there is only one player left.

3) Short Jump-Rope

Students start on the “X” with a jump rope in their hands. The group starts when someone says, “Ready! Set! GO!” If a student makes a mistake while jumping that causes the rope to stop, they are out. The game is over when there is only one student left still going.

4) Hula-Hoop

Students start on the “X” with a hula-hoop around their waist. The group starts when someone says, “Ready! Set! GO!” If a student makes a mistake while hula-hooping that causes the hula-hoop to stop, they are out. The game is over when there is only one student left.

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5) Tic-Tac-Toe ShuttleTwo students line up side-by-side behind the start line with three beanbags

under each of their feet. After someone says, “Ready, Set, Go!”, both students may pick up one beanbag and place it in an open box of the tic-tac-tow board. Students may only make one move per lap, so after they drop their beanbags, they must run back behind the start line in order to do another move. After all three beanbags are placed on the board, if there is no winner, each player may continue returning to the board to make one move to an open box per lap until a player wins the game.

6) Golf BullseyeStudents set the golf tee behind their grade line. One student at a time has

three attempts to chip a ball on to the bullseye target from the tee. Students should use a chip, not a full swing. Students that are not chipping should stay behind the safety line.

7) Golf FlagTarget Students set the golf tee behind their grade line. One student at a time has

three attempts to chip a ball on to the flag target from the tee. Students should use a chip, not a full swing. Students that are not chipping should stay behind the safety line.

8) Monster GolfStudents set the golf tee behind their grade line. One student at a time has

three attempts to chip a ball at a monster inside of a cave. Students should use a chip, not a full swing. Students that are not chipping should stay behind the safety line.

9) Dribble-Shoot Race

Two players go at a time and compete against each other. Each player starts on the starting “X” with a ball, one on each side of the hoop. The players start when someone says, “Ready, get set, GO!”. The players must then dribble from the “X” to the shot line and then take a shot at the hoop. If a player misses the basket, they must dribble to the starting “X” and then back to the shot line BEFORE they may take another shot. The first player to make the shot wins. After that round, teammates that have not played yet should have the opportunity to try before anyone tries again.

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10) Hockey Dribble-Shoot RaceTwo players go at a time and compete against each other. Each player

starts on the starting “X” with a ball, one on each side of the hoop. The players start when someone says, “Ready, get set, GO!” The players must then dribble the puck from the “X” to the shot line and then take a shot at the goal. If a player misses, they must dribble the puck to the starting “X” and then back to the shot line BEFORE they may take another shot. The first player to make the shot wins. After that round, teammates that have not played yet should have the opportunity to try before anyone tries again.

11) Hockey Connect FourThe group of four will split to make it a game of two vs. two. The object

of the game is to pass their color rings into the grid to mark four boxes in a row, either vertically, horizontally, or diagonally. Each team will alternate shots from behind the shot line until a team wins, or all their shots are used up. If each team uses all their shots, but neither marks four boxes in a row, the game ends in a tie.

If a team’s marker is occupying a block, the other team is allowed to knock that marker out with their own. If two markers are in the same block, the block remains marked by the team that landed there first.

12)Scooter Race

Each teammate starts on a scooter. Each scooter starts on the color-coded starting line (blue behind blue, yellow behind yellow…etc). The teammates must be sitting on the scooters, not standing, kneeling, or laying down. They may move forward or backwards. As they move with the scooters, they should be careful to not run over fingers or pinch them between two scooters. The race starts with, “Ready! Set! GO!” The first student to make their way around the outside of the circle and cross the finish line is the winner.

13) B-Ball Shoot

The starting place depends on the grade of the player. They must find their grade-level line and stand behind it. From there, each player will have three tries to score points by making a basket. If the player makes a shot, they may move back one line for the next try. After three tries, the player gives the ball to the next teammate for his or her turn.

* K, 1, & 2 may use the smaller 6” ball for their shots. They may also try to shoot through a hula-hoop hung from the rim.

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14)Pup-TossStudents stand outside the white circle and have five underhand tosses to

try to land a pup on one of the white shapes.

15) Plunger Race

Teammates start behind the starting lines with a plunger in one hand and a ball on top of it. The group starts when someone says, “Ready! Set! GO!” The player must race up and around a cone, then be the first one back to the starting line in order to win. If the ball comes off of the plunger, the player must return to the starting line and quickly re-start. The players may NOT use their other hand to hold the ball on to the plunger as they race.

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Star WarsThis activity is in the cafeteria.

Object: To Knock all of the objects off of the other team’s conesHow to Play:

Set up 6 cones on either side of the gym. Put the Frisbees on top of the cones in the front and the two balls on the cones in the back on each side (See illustration below). Split the students into two teams by either 1) having them stand back to back, have one partner raise their hands and one partner put their hands on their hips…hands up go one side, hands on hips go to other. Teams will start from the back of their sides. When you say go they’ll start playing. Scoring points: The object of the game is to knock all the Frisbees off of the opposing team’s cones by throwing a yarn ball. Safety and rules: Players must stay on their feet. The players may not cross the center line at any time during the game, if they do they must come to the side and do 5 pushups to get back into the game (repeat offenders should be penalized one round). Only one person/cone may block throws. Let them know if they choose to block they run the risk of being hit by balls and should stay alert.

Starting and stopping: Blow the whistle twice to stop the class. The class should stop playing, drop any ball in their hands straight down and come sit along the half-court line on their side of the gym. If any student knocks down or sets up a cone after the tambourine, have them sit out the following round. The first team sitting criss-crossed and quiet will win one bonus point. Give each side one point for each cone they knocked down. To start back up have each side set their cones back up and put their hands on the red mat.

*Variation- each side may set a cone back up on their side if they make a basket on the other side of the gym. Only the student who made the shot may set the cone back up.

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Cooperative Games4 Rotations – Each CLASS will work at one station at a time and will rotate to a new rotation after 10 minutes.

Rotation One – Wildcat Games (5 minutes)

The class will break up in to groups of 6-8 (combine two groups) and will work at the FOUR DIFFERENT activities at the WILDCAT GAMES. Each group will have three minutes to try each activity.

A. Human KnotObjective: Group tries to untangle itself from a human knot without letting go of one another’s hands.Equipment: noneGroups of 6 – 8, stand in a circle, reach across the circle and grab someone else’s hand until everyone in the group is holding hands with 2 different people. Do not hold the hands with people directly on your right and left. Try to untangle the group without letting go of hands.

B. Hula Hoop PassEquipment: Hula-hoop Objective: Get the hoop around the circle of hand held people without letting go of hands.Form a circle with your group of 6-8 people and all join hands. Put the hoop on the grasped hands of two players. See how fast you can pass the hoop around

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the people in the circle without letting go of hands. You can add another hoop and make it go the other way

C. Can Pass Equipment: Empty cans, 1 tennis ball in eachObjective: Use feet to pass the can to each group member while sitting.LEVEL 1: Groups of 6-8 sit in circle while trying to pass can with the tennis ball in it around the circle with feet only. If the tennis ball falls out, they must start over.LEVEL 2: The can is not allowed to touch the ground while passing to the next person.

D. Dinosaur Egg CarryEquipment: Exercise BallObjective: Using only their backs students will try and carry the dinosaur egg. Students will be in groups of 6-8 and will hold the large ball with their backs while keeping the ball off the ground. They must carry the egg from one cone to the other. If the ball falls on the ground, they cannot use their hands and must pick it up using their backs together as a team.

Rotation Two: PARACHUTE (5 minutes) Equipment: Parachute, Yarn Balls, Rubber Chicken

The parachute should be stretched out overtop of the painted circle on the grass. Students are not allowed to touch the parachute before given permission to do so.

Rules to remind students of: 1. Only do what you have permission to do. 2. Do not walk on top of the parachute. 3. If students are not following directions, they get one warning and then

must sit out if they continue to not follow directions. The command will be given and then followed by the word “GO”. After hearing the word “GO”, students are allowed to begin. For example, if you wanted students to make medium waves, you would say, “Medium waves, GO.” This is how students have been practicing in PE.

4. To stop the parachute activity, say “Freeze” and hold up the peace sign. This will serve as a non-verbal reminder for students to stop since it will be loud and hard to hear.

HOW THE PARACHUTE SHOULD BE HELD: One student should holding onto each color with an overhand grip where their thumbs are under the parachute.

Parachute Activities:A. Making wavesSmall waves: Tell students to only use their wrist joints. “Small waves, Go”Medium waves: Tell students they will be using their elbow joint. “Medium waves, Go”Large waves: Tell students they will be using their shoulder joint. “Large waves, Go”

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B. PopcornAdd a few yarn balls or rubber chickens and give students the commands to make waves. Note: Pick one or two students to be in charge of retrieving equipment that falls off of the parachute. Try and make all three types of waves.

C. Chicken Flew over the MoonWith the equipment on the parachute tell students that they are going see the chicken fly. Tell students that you are going to say, “1,2,3, UP” and then “Down”. If everyone lifts up and then brings the parachute down together the parachute with send the equipment flying. Try this a few times.

D. MountainAll students will lift the parachute up and then bring it down to the ground and then kneel on it. Tell them they are not going under the parachute and are not allowed to hit the mountain or walk on the mountain. They are going to crawl when their color is called. You say: “1, 2, 3 UP” and then say “DOWN” and “KNEEL ON IT”. Once a mountain is formed, call a color so students kneeling on that color can crawl to middle. Safety rules: No walking on parachute only crawling. Once students crawl to the middle, they are to crawl right back out to where they started.

E. IglooStudents will lift the parachute up over their head and sit on top of the parachute on the inside. Say, “1, 2, 3, UP, STEP IN AND SIT DOWN”. When it’s time to leave the rotation, have the students stretch out the parachute on top of the painted circle and have them let go and walk away.

Rotation Three: Messy Backyard (5 minutes)

Equipment: Yarn Balls, Volleyball NetSplit the class into two teams. You could have them find a partner and them split them up by having one partner raise their hands and one partner put their hands on their hips…hands up go sit on the back spray-painted line on one side , hands on hips, sit on the back spray-painted line on the other side.

Scoring Points: The side with the fewest balls when the game is stopped wins and earns one point. The side that sits down quietly first also wins one extra point.

Rules: Students may only throw balls; they may not kick them or throw more than one at a time. Students may not cross the center spray-painted line. If they do, they must come to the side and do 5 pushups to earn their way back in.

Starting and stopping: To stop the students, hit the bell twice and say “GAME OVER”. The students should immediately drop any equipment they may be holding. They may not throw, roll or kick balls across to the other side after the bell is hit. If they break these rules they will cost their team the extra point and be sat out of the next round. To start, equalize the balls then say go. No student should start with a ball in his or her hands.

Rotation 4: Water Balloon Toss (5 minutes)

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Equipment: Water Balloon-ONE water balloon will be given to each group of two.

*IF THE BALLOON BREAKS BEFORE THE GAME BEGINS, ANOTHER BALLOON WILL NOT BE GIVEN*Students have been told this rule in PE and have practiced this activity. -The whole class must split into groups of 2, one on each side of the painted line.-Teachers/parent volunteers will be in charge of handing out balloons. Students are not allowed to reach into the balloon container.

Students start one step away from the spray painted line on the ground between the two partners.

Teachers/Parent Volunteers will begin the toss by saying, “One, Two, Three Toss”. All groups will toss. A partner who successfully catches the balloon and it does not break, must take one step away from the line. If a balloon drops on the ground but does not pop, that group can still continue. If the balloon pops on the ground or in hands, that group must sit down and wait for the rest of the class to finish the activity. Students should only toss when they hear “One, Two, Three Toss”.

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Monster RunThe starting line for the monster run is in the front of the school by the

pre-school playground. Remind students to start slowly, with the goal of jogging for as LONG as they can, not running as FAST as they can. Students will all start together and will attempt to jog/walk as many laps as possible during the allotted time. Upon completing a lap, students will receive a prize to wear on their wrist.

If you are helping cover this activity and are not running, please help with giving out the prizes. The students know the route, however, the course will be marked by a pathway of grass that is mowed lower than the rest. There are two spots in which students cross the parking lot. A volunteer will be stationed at these two spots to help ensure safety. At the end of the monster run, all students will receive a Popsicle treat.

VOLUNTEERS WILL BE ASSIGNED TO A NUMBER FOR ADDITIONAL SUPPORT DURING THE MONSTER RUN.