Tuesday, January 24, 2017

Builders and Bulldozers



Equipment:
·        A whole bunch of cones.

Description:
·        Assign half of the class to be builders (their job is to make sure that everything in the gym is right-side up).
·        Assign the other half of the class to be bulldozers (their job is to make sure that everything in the gym is upside down and/or knocked over).
·        Kids are not allowed to use their feet, and are not allowed to hit cones (so that they fly across the gym).
·        Scatter the equipment around the gym, with about half of the cones being upright and about half being knocked over. 
·        Make sure to swap the roles so that each half of the kids gets to do both roles.


Monday, January 23, 2017

Capture the Flag Rules

1.    Split the kids into two even teams.

2.    Divide the playing area into equal-sized territories, one for each team.

3.    In the back of each territory, use a long jump rope to make a circle on the ground that will house the flag.  The two circles need to be the same distance from the center line.  Place one flag into each circle.  These circles are called flag safe zones.  Each side of the playing area will be a mirror image of the other.

4.    The object of the game is to steal the other team’s flag and bring it over the center line to your territory without getting tagged.

5.    When a player is in the opposing team's territory, he can be tagged by that team's players. If they tag him, he must “freeze” and not move until he is tagged by a teammate.  After his teammate tags him, he must walk back to his own territory with both hands above his head before he re-enters his opposing team’s territory.

6.    If a player is in her own territory or if she is inside the flag safe zone, she is safe and can’t be tagged by the opposing team members. 

7.    Teams can't guard their flags too closely. Players can’t be within 5 feet of their flag safe zone unless they are chasing an opposing team's player.

8.  Players may not pass/throw the flag to other teammates unless they are inside the flag safe zones. 










Friday, January 20, 2017

Deck of Cards Workout Challenge K-3rd



Put the kids in teams of 4-6.  Have each team sit in a circle.  Deal 1 card per person.  The students take turns looking at their cards and completing the exercises that correspond with their cards.  After all have gone, deal again.  First team to finish their deck wins. 
Equipment needed: 4 decks of cards, 4 small agility hurdles

Ace-Jump as high as you can 10 times.
King-March in place with high knees for 10 seconds
Queen-Run in place for 10 seconds.
Jack-10 Jumping Jacks
Club-Jump over hurdle that number of times.
Diamond-Complete that number of push-ups.
Heart-Run around your team that number of times.

Spade-Complete that number of sit-ups.

Thursday, January 19, 2017

Double Tennis


Rules for Doubles Tennis

Serving

The player who plays the ball first is the server and the person who returns it is the receiver.

The server's partner and the receiver's partner may stand anywhere they like on the court during the serve.  Usually each player takes one side of the court. 

The server starts each game serving behind the baseline of the right hand court.  The server must stand between the center mark and an imaginary continuation of the doubles sideline.  The server must change sides after each point.  So he will serve from behind the baseline of the left hand court for the second point and from behind the baseline of the right hand court for the third point, etc.

The server has two attempts to get the ball into the correct service box. If he fails on both attempts, it’s a double fault and the receiver’s team is awarded the point. There are also a few other ways a fault is committed:

·        If the ball lands anywhere outside of the appropriate service box — in the net, out of bounds, etc.  If any part of the ball touches the line, the ball is in.

·        If the server swings and misses the ball.

·        By the server moving his feet illegally.  This movement is called a foot fault.

Foot faults can occur in a variety of different ways:

·        Illegal movement: Once the server begins the serving motion, he cannot change his positioning. Walking or running, for example, would result in a fault.

·        Touching the baseline: The server’s feet cannot touch or cross the baseline while serving. Once the server makes contact with the ball, he can then cross the line.

·        Crossing the sideline: Imagine that the doubles sideline is extended to the back fence — it would be illegal for the server to cross that line. This violation is somewhat rare, though, since most players line up near the center of the baseline.

·        Crossing the center hash mark: The server’s feet cannot cross over or touch the center hash mark. Just like the sideline, the center hash mark has an imaginary extension to the back fence that’s illegal to cross or touch.

Let

A ball which clips the net and bounces inside the service box is known as a 'let'. If this happens the player is allowed to serve again.  However if the ball hits the net and lands outside the service box, it is a fault.  If the server throws the ball in the air but does not attempt a shot it is a 'let'.  If the server throws the ball in the air, attempts a shot but misses, it is a fault. 

Tossing the Ball

The server must toss ball into the air using their arm, not their racket.  Then the server must hit the ball before it hits the ground.  Players may not run or walk while delivering the serve, but they may move their feet.



Scoring

Tennis has an unusual scoring system.  The first point in a game is called 15, the next 30, then 40, then game.  And the score of a player who has not won any points is “love”.

The server should always say his score first. So if Team 1 is serving to Team 2 and Team 2 gets the point, the score is love-15.  If Team 1 wins the next point the score is 15-all, and so on.

The first team to win four points wins a game.  So if a team wins four points straight their scoring will go 15-love, 30-love, 40-love, and then game winner.

The exception is if both teams win three points each (i.e. 40-40) which is called deuce.  Once at deuce, one team must win two consecutive points to take the game.  For example:

·        If deuce is the score, Team 1 is serving, and Team 1 wins the point, then the score is “Advantage In” or “Ad In.”  If Team 1 wins the next point, that’s the game.  If Team 1 loses the next point, the score goes back to deuce. 

·        If deuce is the score, Team 1 is serving, and Team 2 wins the point, then the score is “Advantage Out” or “Ad Out.”  If Team 2 wins the next point, they win.  If Team 2 loses the next point, the score goes back to deuce.

Here are the conditions under which a point will be lost:

·        The server commits a double fault.

·        A player is unable to return the ball before it bounces twice.

·        A player hits the ball outside the court.

·        A player returns a serve before it hits the ground or crosses the net.

·        A player hits the ball twice or carries the ball with his racket.

·        The ball hits a player’s body.

·        A player touches the net with his body.



Rotating

Let’s say that Player A and Player B are on Team 1 and Player C and Player D are on Team 2.  Player A from Team 1 will serve for the entire first game.  After the first game is over, the teams change sides.  Then Player C from Team 2 will serve.  After the second game, Player B from Team 1 will serve.  After the third game, the teams change sides.  Then Player D from Team 2 will serve.  Continue to have the players take turns serving: Player A, then Player B, then Player C, then Player D.  The teams will change sides after the odd numbered games, so after the first, third, fifth, etc. games until the end of the set.



A couple other things to know:

Unless it’s being served, the ball doesn’t have to bounce before the players can hit it. 

The ball can hit the net and still be in play, except on the serve. 

If the ball lands on the line, it is in.



Game, Set, Match

A match can either be Best of Three Sets (First player to win 2 sets, wins the match) or Best of Five Sets (First player to win 3 sets, wins the match).  A player wins a set, when he wins 6 games, provided he is ahead of his opponent by two games. If the difference between the players is less than 2 games, the set may continue till either wins the set by a margin of two (known as the Advantage set scoring method).

Alternatively, if both players are tied with 6 games to their name, whoever wins the tie-breaker game, will win the set (this is known as the Tie-Breaker Method). The latter strategy is mostly adopted in ATP tournaments.

Tennis Terms to Know

ace: A serve that the returner doesn't even touch with her racquet. An ace wins the point immediately for the server.

backhand: The side of your body that you usually don't do business on. For example, if you're right-handed, your backhand side is the left side of your body.

baseline: The line, parallel to the net, which defines the outer-most edge of the court.

center line: The line in the direct center of the baseline. You must stand to either side of the baseline when you serve.

drop shot: A very soft shot hit just barely over the net. You hit drop shots to get your opponent up to the net.

foot fault: You commit a foot fault when your foot touches the baseline or center line during your serve.

forehand: The side of your body that you perform most tasks on. For example, if you're right-handed, the right side of your body is your forehand side.


grip: The way you hold your racquet. You can choose from three standard grips in tennis: the eastern, continental, and western grips.

groundstrokes: Your basic forehand and backhand strokes.

lob: A shot that you hit with any stroke high and deep into your opponent's court. You typically use a lob to get the ball past an opponent when she stands at the net.
overhead: A shot you hit over your head during play, either on the fly, or after the ball bounces. The overhead is also known as a smash.
passing shot: A forehand or backhand you hit past an opponent when she stands at the net.
serve: A stroke, made from over your head, which you use to start each point.
sideline: The lines on the court, perpendicular to the net, which define the widest margins of the court.
spin: Hitting the ball in such a way that when it bounces, it does some funny things that your opponent doesn't expect.
volley: A shot that you hit before the ball bounces, usually at the net.


Wednesday, January 18, 2017

Flag Football


Line of Scrimmage
The line of scrimmage is an imaginary line crossing the field which offensive players cannot cross until the football is snapped and the play has started. Defensive players cannot cross the line of scrimmage until 10 seconds have passed.  It is also the location where the ball is spotted (placed) after running a play or being assessed a penalty.  If either team crosses the line of scrimmage before the football is snapped, the referee should call out “offside” and simply have a redo. 

Getting Started
Start out with 7 kids on each team.  Have the rest of the kids be subs.  Sub in about every 5 minutes.    
To start play, the offensive team takes possession of the ball at its 5-yard line and has four plays (called downs) to cross the midfield line.  If the offensive team fails to cross the midfield line in four downs, the ball changes possession. 
Once the offensive team crosses midfield, it has four more downs to score a touchdown.  If the offense fails to score in four downs after crossing the midfield line, the ball changes possession.
Teams change sides at half time.  We’ll have two 20 minute halves.  The parent marking the scrimmage line should keep the time and notify the students when the end of the half is approaching. 

Scoring
Each touchdown will be counted as one point.  After the touchdown, the team who didn’t score will take possession of the ball at their 5 yard line.  There will be only one point awarded for each touchdown.  In the past, when girls scored a touchdown we awarded 2 points, but when boys scored only 1 point was awarded.  We’d like to discontinue this this year and see how things go.  

Running & Passing
To start the play, the quarterback must say, “Hike.”  Then the center must handoff the ball to the quarterback.  It isn’t necessary for the center to snap the ball from between his legs, he may side snap the ball to the quarterback. 
The center cannot take a direct handoff back from the quarterback (no center sneak play).
The quarterback cannot run with the ball past the line of scrimmage, but he can run around behind the line of scrimmage as he looks for a way to handoff or pass to another teammate.
The defense may not rush the quarterback until 10 seconds have passed.  In other words, the quarterback has 10 seconds to pass or handoff the ball to a teammate.  During this 10 second time period the defense cannot pull the quarterback’s flag.   As soon as the quarterback gets the ball, an assisting parent should start to count out, “1,2,3,…10,” at one second intervals.  If the quarterback still has the ball after 10 seconds, the defense may pull the quarterback’s flag then. 
The quarterback may pass the ball to a teammate who has run across the line of scrimmage.  This is called a “passing play”.  The teammate who catches the ball and then runs down the field in an attempt to get a touchdown is called the “receiver”.  A receiver must have at least one foot in bounds when making a reception. 
The quarterback may handoff the ball to a teammate who runs across the line of scrimmage in an attempt to get a touchdown.  This type of play is called a “running play,” or we’d say the team “ran the ball” (rather than passing the ball).
The quarterback may handoff the ball to a teammate.  Then that teammate may then pass the ball over the line of scrimmage.  That teammate could also handoff the ball to another teammate who can then run or pass the ball down the field.  So, the offense may use multiple handoffs behind the line of scrimmage.

Defense
The goal of the defensive team is to stop the offensive team from getting a touchdown.  The defense can do this in two ways: 1) by pulling a flag from the ball carrier 2) by intercepting the ball.
The ball is spotted where the ball carrier’s feet are when the flag is pulled, not where the ball is.

Interceptions
Interceptions change the possession of the ball.  If a defensive player catches (intercepts) a ball thrown by an offensive player, she will attempt to run the ball back down the field for a touchdown for her team.  If her flag is pulled before she can make a touchdown, the ball is spotted from where her flag was pulled.  Her team now has possession of the ball and is the offensive team. 
If an interception occurs in the end zone and the intercepting player remains in the end zone, the intercepting team will take possession of the ball at its 5-yard line. 
If an interception occurs in the end zone and the intercepting player decides to run the ball back down the field rather than stand still in the end zone, the ball will belong to the intercepting team at the spot the intercepting player’s flag was pulled. 
So, if a defensive player intercepts the ball in the end zone, begins to run down the field, but has her flag pulled at the 2-yard line, her team will take possession of the ball at the 2-yard line.  If she would have intercepted the ball in the end zone and then stood still, her team would have taken possession at the 5 yard line.

Dead Balls
Conditions under which the play is ruled “dead”:
·       The official blows the whistle.
·       The ball carrier’s flag is pulled.
·       The ball carrier steps out of bounds.
·       A touchdown is scored.
·       Any part of the ball carrier’s body, other than a hand or foot, touches the ground.
·       If the ball carrier drops the ball (called a fumble).  The ball will be spotted where the ball carrier’s feet were when the fumble was made. 
·       If the ball carrier’s flag falls off.  The play will be whistled dead and the ball will be spotted at the spot where the flag fell off.
·       If a player’s flag falls off before she catches the ball, the play will be whistled dead and the ball will be spotted at the place where she caught the ball.

Penalties
Penalties will be blown by the referee for unsportsmanlike conduct or illegal contact.  The following will result in a 5 yard penalty:
  • Holding (defensive): In an attempt to remove the flag belt from the ball carrier, defensive players may contact the body of an opponent with his or her hands. A defensive player may not hold, push or knock the ball carrier down in an attempt to remove the flag.  He may not pull on the ball carrier’s clothes or flag belt. 
  • Holding (offensive): When an offensive player holds, pushes, or knocks down a defensive player prevent that player from moving.   
·        Illegal blocking: Blocking, as in regulation tackle football, is prohibited.  A screen block without any contact is the proper block for flag football.  The screen blocker must have her hands behind her back. Any use of the hands, arms, elbows, legs, or body to initiate contact during a screen block is illegal.
  • Pass interference: When a defender contacts a pass receiver after the ball is in the air to prevent him from catching the ball.  Pulling the receiver’s flag before the receiver catches the ball also counts as pass interference. 
  • Personal foul: An illegal, flagrant foul considered risky to the health of another player. This includes any pushing, grabbing, tripping, etc. In addition to the 5 yard penalty, the student should also be subbed out for a while or for the rest of the game if he or she has already been warned but continues to foul others. 
  • Stiff Arming: The ball carrier may not stiff arm or guard his flag by blocking it with his hands.

·        Swatting: The ball carrier may not guard her flag by swatting at a defensive player’s hand so her flag can’t be pulled.  

Tuesday, January 17, 2017

Four Corners

What it is: Four corners is a classroom game. It’s simple, there’s not really any skill involved, and it’s fun. 

What you need: Just players and a room with four corners! 

How to play: First assign each corner of your room a number one through four.  Put up a four signs with the numbers 1-4 written on them in each corner.  

Then select one player to be It, like Melanie. Melanie stands in the middle of the room, closes her eyes, and counts to ten (or another specified number). While she’s counting, all of the other players silently move to a corner of the room. Each player can pick whichever corner they want.

When Melanie is done counting, she keeps her eyes closed and then tries to guess which corner has the most people, based on the sounds she might have heard when she was counting. Say she heard a lot of rustling and banging over by the door in corner number 4. She would say out loud, “Four!” Then all of the players in corner 4 would be out and would go sit down at their desks. Then Melanie begins another round, counting to ten again while players move to whichever corner they want. Then Melanie picks a corner, the players in that corner are out, and a new round starts. Play continues until one player is left – the new It.

Strategies: You obviously want to be quiet when picking a corner. You don’t want Melanie to know that your corner is occupied! But, if you have time and if you move fast, maybe you could throw her off – make a noise over by corner 3 before hurrying silently back to corner 2. (The corner 3 people wouldn’t like it much, though.) When I’ve played, we’ve mostly tried to move as silently as possible and avoided too much “strategy.” There’s just something about this simple game that’s fun enough on its own: the countdown, hurrying to pick a corner, moving silently with everyone else, making eye contact and trying not to giggle, the suspense, the last-minute mind changes where you dart across the room.


Note from Amy Hood: I usually have an adult be It because it helps the game to move faster.  If there continue to be 2 kids left, I just declare them both winners and start a new game.  This way the students who are out don’t get bored.  You could also have them bunny hop, skip, etc. if you’d like instead of just running to a corner.

Tuesday, January 10, 2017

Parachute & Balloons Activity

Equipment:
One parachute and about 10-12 balloons

Description:
Pick out two children who work as a team.  The other children (and adults) hold on to the parachute at an equal distance from each other.  Put the balloons on the parachute.  Say, “Go!”  Everyone holding the parachute waves it up and down as they try to knock the balloons off the parachute.  The two children on the team run around the edge of the parachute and throw the balloons back onto the parachute while the rest of the group continues to make waves with the parachute and knock the balloons off onto the floor.  The team’s turn is over once all the balloons have fallen onto the ground (even if it’s only for a second).  The two team members join the group around the parachute while a new team of two students is put together by the lead teacher. 
Repeat the above with the new team of two students. 


*If the turn is over too quickly, add a couple more balloons.  If it is taking too long, take a balloon or two away.