2) Locomotor - Lesson 5 - Dodging

By Smart Coach
Part of Smart Coach - Year 0-2 Programme
Being able to manoeuvre around objects both still and moving to avoid hitting them.

Notes

What could you do to help yourself not get hit? (keep looking around) What could you do when rolling to help hit the runners? (wait until they come close, aim at their legs)

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Warm Up

Locomotor (Dodging) - Elephant Ball

Form a large circle with the use of spots being the border, ensure there will be enough spots for one per person. Each student in the class will stand on a spot of their choosing with two feet touching one another. One coach will stand in the centre of the circle with dodgeballs whilst the other positioned outside the perimeter. Inform students they are elephants, and by using their arms they can make a trunk which will be used to deflect dodgeballs off in other directions around the circle. The coach on the inside will start the game by rolling one dodgeball at a student. They can either dodge the ball by making a tunnel with their legs and letting it pass through, OR using their trunk they can hit the dodgeball away at another student around the circle. If a dodgeball makes contact with a students leg, they will lose one life (students will be given 10 lives each at the start of the round). Once the time is up, see which elephant/student has the most lives remaining. 

NOTE: the coach outside the circle will retrieve dodgeballs that have rolled through tunnels and throw them back to the coach in the middle so they can be rolled at students. 

PROGRESSIONS:

- Add more dodgeballs to increase difficulty 
- Decrease the amount of lives each student recieves at the start of each round
- If a student loses all their lives, they will sit down on their spot and be eliminated (last elephant standing will be the winner). Elephants sitting down must not throw dodgeballs at other students that are still standing.

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Activities

Locomotor (Dodging) - Cactus Tag

A designated area (if played on a court, use half the space/if played on a field, mark out with small cones) is set up with TALL cones (cactus) placed evenly around inside the area. There are two taggers who will each have tagging items and must try to tag the other children. If a child is tagged then they must move outside the playing area where they will complete 5 star jumps before re-joining the game. If a child hits a cactus and knocks it over, they will have to move outside the area and complete 5 star jumps. After some time, swap the taggers over. 

PROGRESSIONS:

- If children bump into each other, they must also move to the outside and complete 5 star jumps.

Modifications

Change the type of consequence the children must do. Add or take away mines to make it easier or harder.

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Locomotor (Dodging) - Roller Dodge

Students are split into two teams, the "Dodgers" and the "Rollers". Rollers stand on a spot along the sideline, with a ball each. On "Go" the dodgers must try to get to the finish line without getting hit by a ball. If a dodger gets hit then the person that hit them gets a point. If the dodger makes it all the way to the finish line without being hit then they get a point. Once all the dodgers are through, the whistle will sound and the rollers collect their balls and return to the spots. After the dodgers have had a few turns the teams swap over.

Modifications

Change what the runners have to do when they get hit (sit down, stand on one leg).

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