Integrating Science, Technology, Reading,...

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Integrating Science, Technology, Reading, Engineering, Art, and Math into your Physical Education program. Share the Wealth PE Conference Jekyll Island, Ga Jan. 21 - 23, 2016 Joe Weaver Balls Creek Elementary Newton, NC 828-464-4766 [email protected] Twitter: @bcperocks Gabe Ervin Startown Elementary Newton, NC 828-464-1257 [email protected] Twitter: @ErvinGabe

Transcript of Integrating Science, Technology, Reading,...

Page 1: Integrating Science, Technology, Reading, Engineering…sharethewealthpeconference.com/files/111588801.pdf · Basketball Scrabble ... This should be done while the other player/partner

Integrating Science, Technology, Reading, Engineering, Art, and Math into your Physical

Education program.

Share the Wealth PE ConferenceJekyll Island, GaJan. 21 - 23, 2016

Joe Weaver

Balls Creek ElementaryNewton, NC

[email protected]

Twitter: @bcperocks

Gabe Ervin

Startown ElementaryNewton, NC

[email protected]

Twitter: @ErvinGabe

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Fill It Up Materials: hula hoops, 3 different objects to throw per group, 3 gallon sheets per group, buckets to hold measurement cards (cups, pints, quarts), cones to divide up different catching areas

Set Up: place 10-12 hoops on the end line (spread them out) and put 3 different throwing objects and 3 gallon cards in each hoop. Place a row of cones at 15, 20, 25 from the hoops (depending on the skill ability of your students you can increase or decrease the distance). The first section is designated for cups, the second is pints, and the furthest row of cones is for quarts.

How to Play: Students are in groups of 3-4 behind a hoop. The first person runs out to a designated area for catching (based on which unit of measurement their group wants to obtain). The second person chooses an object to throw and throws it to the person running. If a successful catch is made, the person who caught it returns the object to the hoop and runs over to get a cup, pint, or quart card (based on which section s/he was in when the object was caught). The thrower now runs out and becomes the new receiver and the third person is now the thrower. Students are trying to get 16 cups, 8 pints, and 4 quarts by the end of the the time limit.

Time to Toss

Materials: clocks with moveable hands, laminated cards with ¼, ½, ¾, 1, :15, :30, :45, :60 printed on them, hoop or 5 gallon bucket, poly spots, beanbags, cones

How to play: Students are in groups and sit behind a cone. Each group is given a clock and a beanbag. All clocks start at 12:00. The teacher tells the class a time – this time is what the groups are trying to get to (ex. 3:45). Players will take turns standing on one of the 4 poly spots (each poly spot represents a time passed – ¼ hour,:30 minutes, etc) and tossing their beanbag into the hoop or bucket. The poly spots are different distances from the target based on grade level. The closest poly spot is ¼ hour and the furthest spot is :60. If the player makes it in target then s/he picks up a card which is located next to the poly spot, and brings it back to the group. The players move their clock ahead that amount of time. The second player will then take a turn. If s/he is unsuccessful then the beanbag is retrieved and given to the next person. Once a group reaches the designated time the game is over and all of the clocks are reset to 12:00 and a new time is designated by the teacher.

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Basketball Scrabble

Materials: 1 basketball scrabble scoresheet and pencil for each group, 2 basketballs for each group, a set of vowel cards for each group, several sets of letters A-Z

How to play: Spread the sets of letters A-Z out in the middle of the floor. Put 1-2 teams of players at a basketball goal. On the teacher’s command students will take turns shooting a basket. If the ball hits any part of the goal the player gets to retrieve one letter from the middle pile of letters. If a player makes a basket, s/he gets to retrieve 2 letters. Play until all of the letters are removed from the center. Once the letters are gone, players stop shooting and now work together to spell as many different words as possible. They record their words on the scrabble scoresheet and then add up all of their point values for their letters.

The Gauntlet

Materials: Gatorskin balls, cones, States & Capitals answer key, clickers to keep score

How to play: The class is divided into 3 even teams. Two of the teams are spread out down the sidelines of the basketball court, while the third team is on one end line. The team on the end line tries to run the “gauntlet” and reach the other end line without being hit by the two teams on the sideline who are working together to keep the running team from scoring by rolling the balls on to the court. After a runner begins, they may not stop. They may change speed, dodge, etc., but not stop. If the runner is hit, he or she must stop and place their hands on their head and walk out of the gauntlet and back to the starting line. Hands on the head lets the throwers know that they are returning and are no longer a threat to score. Once the hit runner reaches the starting line, he or she performs a specific number of exercises (ex. 5 jumping jacks) and tries again. Rollers must stay behind the sidelines and if they enter the court to retrieve a “dead” ball (ball that is no longer moving) they must toss it to a teammate to roll. A runner making a successful run, scores a point for their team by answering a question (ex. States & Capitals, bones, muscles, sign language, fractions, time, etc). After answering the question correctly the scorekeeper clicks the clicker twice (once for making it successfully and 1 for answering the questions correctly). The runner walks behind the sideline teams back to the beginning to try again. After a certain time period we count the score for the running team and then rotate teams until all three have had a chance to run the gauntlet.

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Fun Times Bowling

Materials: 12 sided dice, bowling pins, cones, poly squares, and poly spots

How to play: Students will be paired with partners. Each group will be given a scoresheet, 12 sided dice, and ten bowling pins. To begin the game, each group will start with one pin. The pin will be placed on and a poly square at an appropriate distance from the bowler. The bowler will stand on a poly spot to bowl from. The first bowler will bowl the die trying to knock down the one pin. The player will then record the number of pins knocked down and the number that was rolled on the dice. These numbers will be multiplied to give that student their score for the first frame. The player/partner that was not bowling will stand behind the pins and will reset them once they are knocked down. This should be done while the other player/partner records his score. Then, the two players will change places. For each frame, a pin will be added. The second frame will consist of two pins to be knocked down, the third frame will have three pins and so on. At the end of the game add all the frames for a total score.

Number Munchers

Materials: Number Muncher scooter, rope, pulley, two flip books, plush softball sized balls

How to play: Divided the class into two teams. Each team will then be split in half. One half of each team will go to opposite side lines of the basketball court. One team will be the “greater than” team and one team will be the “less than” team. On each end of the gym will be a flip chart with a number on it. In between the two flip charts, the number muncher scooter will travel. The scooter will travel by the teacher pulling a rope to make it roll in the direction of the number chart. To start the game, the teacher will flip a coin (heads=greater than, tails=less than) to see which way the number much will go first. Once the number has been determined, the scooter will travel in the direction of that number. Students representing that number will try to reroute the muncher in the opposite direction to keep their number from getting eaten. This will be done by throwing balls at the muncher. If the muncher is hit, he will then travel in the opposite direction. Students will keep throwing at the target until a number has been munched. Once a number has been munched, the charts will be flipped to reveal a new number and play is continued.

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Fishing Hole

Materials: spider balls, flat hoops, paper fish, cones

How to play: Students will be paired with partners. Partners must stay outside the perimeter of the basketball court. Inside the the basketball court will be scattered flat hoops. Inside the hoops will be fish placed upside down. The fish will have weights written in pounds and ounces on the side that is face down. Each group will be given a cone that represent their “dock” and a spider ball. On the “go” signal, one player from each group will take the spider ball and roll it from behind the out of bounds line of the basketball court. The player will attempt to get the ball to stay in the hoop. If the ball stays in the hoop, the student will select a fish from that fishing hole and return it to their dock. The player will also retrieve their ball, make or miss, and give it to their partner for a turn. Players will rotate in this fashion untill the end of the game. At the end of the game, students will record their catches on the score sheet and total how many pounds of fish they caught. The group with the highest amount of weight wins the fishing tournament.

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Boy/Girl PatternsMaterials: boy die cut outs, girl die cut outs, a pattern board, and rubber band bracelets

Set Up: Students should be spread out in the playing area. The teacher will be at the head of the playing area visible to all students.

How to Play: Students spread out within the playing space. Begin by starting music. When the music starts, students will perform a loco-motor skill, predetermined by the teacher. When the music stops, the teacher will hold up a pattern composed of boy and girl die cuts. Students must then look at the pattern and race to construct the same pattern with other classmates that is represented on the teacher’s pattern. Students will do this by finding the appropriate boys/girls and locking arms into a chain. Once students have grouped themselves by finding all the correct boys and girls that correspond to the teacher’s pattern, (also keeping in mind reading left to right) they must sit down and do the victory wave indicating they are finished. The first group of people to be seated performing the victory wave, with the correct number of boys/girls, sitting in the correct order, will receive a rubber band bracelet which is equivalent to one point. The student with the most bracelets will be the overall winner. Play several rounds changing the order of the patterns. Students should not group with the same students each round.

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We Must Protect This House

Materials: Hula hoops, Foam Blocks - These blocks were made from scrap foam donated from a local company. The foam was cut into small blocks. (1”x1”x4”)

How to play: Students are divided into 6 equal teams. Each team is assigned a hula hoop which is placed down the center of the middle of the basketball court from one end line to the other end line. Each hula hoop has 3 pieces of cardboard. The foam blocks are spread on the side lines of the basketball court. Players take turns retrieving four foam blocks from the sidelines at a time. Once the players return with the blocks, the team will start constructing a building in their hula hoop. Teams need to work together to build a sturdy tall structure. At the end of the predetermined build time, players are instructed to go to both sidelines of the basketball court. One player from each team will remain with the structure and be determined as the guardian. The players on the sidelines will take plush softball size balls and throw at the other team’s structures while standing behind the sideline. The guardian will attempt to block/defend their team’s structure from other teams. The guardian may not go inside of their team’s hula hoop nor touch the structure at any time. If a ball gets stuck in the playing area, a player may go and get it but it must be given to another player to throw. The tallest structure at the end of the playing time wins.

Technology Tips and Tricks

Tango Remote App – This app has changed my class management in a positive way! If you have two ipods (I use old iphones) you need to download the Tango Remote app on both devices. This allows you to control the songs that are being played from one device to the other via a wireless connection or Bluetooth. Hook one ipod up to a dock or sound system and us the other ipod to control the music. It allows you to see the songs that are playing, create playlists, start and stop music, etc. It is awesome!

Music Workout App – This is another app that you must have on your ipod. This app allows you to set up music intervals for stations or for starting and stopping game play. You can set up multiple “workouts” and keep them saved in the app. When you are doing a particular activity, like stations, you select that “workout” and push start. This allows you to move freely around so you can observe and/or give feedback to students without worrying about keeping up with the time or a stopwatch.

Bracket maker App – This app is a must for your iPad. It creates tournament brackets for up to 64 teams/players. Simply enter in the team names and it sets up your brackets. Once a game is over and a team wins you tap on the team name and it moves it forward to the next round.

Scorekeeper App – This app is a must for your iPad. Simply enter in team names or colors when you are doing an activity that requires keeping score. As a team scores you just touch the + sign and it adds the points to the teams and it ranks them from greatest to least or vice versa based on your preferences.

Comic Life 3 - This is a great app for creating signs, lesson plans, newsletters, etc. This handout was created using this app.