
Students will move around like cars in the defined area. They will listen and then perform the coaches calls of things a car might do; Red light/whistle (stop), Green light (fast/run), Orange light (walk/slow), Reverse (drive backwards), Park Car (sit down near a cone or on a line), Round About (students will drive their car around small/big circles), Speed Bump (students will jump 3 times).
PROGRESSION:
Once students have understood how the game works, introduce a competition between boys and girls. Award a point to either the boys or girls for whoever stops the quickest on a red light or when students have to park their car.
Add in your own instructions of something a car could do e.g. Cross the Bridge
Set up an area using cones in a square big enough to fit all the children inside. Two sides are numbered 1 and two sides are numbered 2. Children stand evenly spaced on the four sides of the square. Call out a number '1' or '2'. All the children on the side that is called, jump across to the opposite side with out touching anyone. When '3' is called, all four sides jump to the opposite side.
Change the type of jumping movement (hopping).
The students will work with the same pair from the last activity. Spots are placed in the shape of a square where pairs will stand on. Left over spots and hula hoops are spread out inside this square ranging from different colours that will act as targets. Each pair has one beanbag that they will be throwing at targets. The coach will tell them to aim for something that is the colour "green". Students use their non-throwing arm to aim. The coach will count down from 3 and once zero is reached, "throw" will be called out. Once all bean bags have been thrown, the whistle will be blown for students at the back to retrieve whilst students that had their turn will move to the back. Once the game is finished (time up) go around the square and see which pair got the highest score (once points system is introduced).
Restrict the students to throw their bean bag to land on a specified colour spot / hoop.
Students will work with the same pair from the last activity and will be positioned along a line of spots, one behind the other. Lots of flat cones are spaced out in front of the spots (roughly 3-5metre away) as the "alien ships" acting as targets. Students must roll their ball (tennis ball) to try and hit targets. If an alien ship is hit, that student will retrieve the tennis ball and alien ship they hit and take it back to their partner. The alien ship is placed on the sopt, tennis ball given to their partner and then will move to the back awaitin their next turn. Students will keep going untill all cones have been hit. Each pair will then count up the amount of alien ships they managed to hit and see who collected the most.
PROGRESSIONS:
- Tall cones can be added which have a value of 2. If knocked over, students will be able to collect them and add to the other alien ships.
Move the cones closer or further away to alter difficulty. Change type of ball. Select different colours of cones to hit.