COOPERATIVE

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CIRCUIT GAMES

Game: Circuit Games
Type: Cooperative
Cycle: II, III
Activity Level: Low - Moderate
Tactics: Problem solving, communication and teamwork.
QEP: Comp. I, II: Principles of communication, methods of communication, cooperation.

Description:

Layer 1: Students are placed into groups of 4 and set at a designated station. At each station their will be a paper that has the rules and objectives of the task. The group must decide on a leader to read out the rules to the rest of them. As the group completes a task and moves the the next on the teacher signal a new leader must be chosen. Each group is given 5 - 8 minutes to complete each task. There are 5 tasks in total.

Complete the Puzzle: Pieces of a puzzle are mixed up on the floor that form a square when complete. Two out of the 4 students will be blindfolded while the others are not. The students blindfolded are the only ones who are allowed to touch the pieces and put the puzzle together. The job of the other two students is to guided the blindfolded teammates and tell them which and where to place certain pieces.

River Cross: The group is given two 2x4s, three car tires and one long skipping rope. The objective is to cross a designated area that is the “water” without stepping in it and getting all the objects back across to the other side of the “water”. Students may use any object to get across but only tires can float in the “water”, everything else will sink. If a student steps in the water they must swim back to the starting area.

Move the Earth: The group must carry a yoga ball from one point to another without using their hands and without letting the ball touch the ground. They also are not allowed to locomote with the ball. The team must come up with 5 different ways of performing the task.

Don’t Drop the Egg: The objective is to move a ball from one cone to another using the given carrying equipment. A ball is placed on one cone and a ring set around the top of the cone under the ball. The ring has 5 - 6 ropes tied to it for each student to hold on to. Three or four of the group members are blindfolded and the other two must guide the blindfolded players as they lift the ball using the ring and carry it to the other cone. If the ball is dropped they must start again.

Nuclear Waste: Students must carry a piece of “Nuclear” waste to a safe zone (Hula Hoop) and carefully place it down. One member of the group is given a clamp (two hockey sticks) to lift the “Nuclear” waste onto the carrying platform which is made out of a small platform that has 4 ropes tied on to lift it. The one group member with the clamp is blindfolded and the rest of the group must guide that students as they place the waste on the platform and as they remove it onto the safe zone. 

Modification: 
  • All the objects used can be replaced by other implements that will not change or effect the outcome of each task

Safety:
  • Students who are guiding others must be aware of surroundings.

MOUSE TRAP

Game: Mouse Trap
Type: Cooperative
Cycle: Kindergarden
Activity Level: Low
Tactics: Moving around in given playing space at opportune moments, communication.
QEP: Comp. I, II: cooperation-opposition, catching opponents wrong footed, concepts of time, speed and distance.

Description:

Layer 1: The class must form a circle and hold each others’ hands. The students will practice the movements required for the game. When the teacher says “Open the Mouse Trap” the students must lift their hands over their heads while still holding on to each other. When the teacher says “Mouse Trap” the students must lower their hand to waist level.

Layer 2: Five students are designated as mice. The rest of the class must form a circle and hold each others’ hands. The students  who are forming the circle must hold their hand up in the air over their heads when signal is given, leaving a gap between each person. The students in the circle must keep their eyes closed at all times. The five mice are situated outside of the circle. When the teacher says “Go” the mice must move in and out of the circle by walking between the any open gaps. The mice must avoid touching anyone while passing through. When the teacher, who also has their eyes closed, yells “Mouse Trap!!” the students who form the circle must put their arms down and open their eyes. The mice who are found inside the circle when the signal is called they are frapped until the teacher resets the “Mouse Trap”. The mice outside of the circle after the signal is given are safe. Mice are changed constantly in order for everyone to get a turn as mice.    

Modification:
  • Signals may be changed.
  • The number of mice can vary. 

Safety:
  • Students must lower their hands quickly but without force.
  • Mice must keep their eyes open.
  • Students forming the circle are not allowed to stick out their legs or hips.
mouse_trap.doc
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TRIANGLE TAG

Game: Triangle Tag 
Type: Cooperative
Cycle: II, III
Activity Level: High
Tactics: Communication and teamwork, offense, defense.
QEP: Comp. I, II: Methods of communication, blocking opponent, opposition. 

Description:

Layer 1: Teams of 4 are made. Out of the 4 one student is chosen to be “It” while the other 3 students hold hands and form a triangle. The person who is “It” may chose anyone out of the 3 other students to chase. The objective of this game is to keep the person who is “It” from tagging their chosen target. The triangle students may do so by moving around clockwise or counter clockwise, while the student who is “It” must run around, not through, to tag the target. After 30 seconds the person who is “It” switches with someone else in the group.

Modification:
  • More people can be added to the group casing the game to change shape either square tag or circle tag.

Safety:
  • Defense are not allowed to make violent contact with the person who is “It”.
  • The student who is “It” is not allowed to grad the defense for any reason.
triangle_tag.doc
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SPEED PASSING

Game: Speed Passing
Type: Cooperative
Cycle: I, II, III
Activity Level: Moderate - High
Tactics: Short passes, awareness of bases.
QEP: Comp. I, II: Methods of communication, throwing the object, receiving the object, concepts of space, reference points, direction.

Description:

Layer 1: The class is divided into groups of three and set up on a starting line at one end of the the gym. The students are lined up one behind the other. On “Go” the first person in the line jogs to the other end of the gym. The next person in line goes when the teacher gives the signal and so on. When a student reaches the other end of the gym they must run around and outside of the boundaries of the playing space and then get back into their lines.

Layer 2: Beanie bags are now incorporated into the game as well as bases placed in the playing space. The objective is that each group must get 3 beanie bags across to the other side of the gym but only one beanie bag can be used at a time. In order to get the beanie bag across it must be passed from person to person, thus there is no locomotion when a student is in possession of a beanie bag, although they are allowed to pivot. The only way a student can receive a pass is if they have at least one foot on one of the many scattered bases on the floor. When the first pass is made the rest of the group must move forward and place themselves on different bases at increasing levels getting closer and closer to the end line. Once someone has passed the end line they may receive a pass to complete the task. Then the team must get back in line and do the same procedure for the other two beanie bags. The first team to finish wins.

Layer 3: One group is now taken and established as defense. The three defenders must try to block the passes being made by the other teams. The person in possession of the beanie bag cannot throw the object over the defender’s head. The players without possession must stand on a base that can give the student with the beanie bag a clear pass without any or little chance of it being blocked. This is called a “clear passing lane”.  If a pass is blocked the team must take their beanie bag back to the start line a try again. The defense are changed every 5 minutes to give everyone a chance.

Modification:
  • A basket ball may be used and only bounce passes are allowed.
  • With a basket ball, scoring a basket within the key can count instead of crossing the line. Defenders may block the shot.
  • Bases may be removed from certain zones which allow locomotion only in those areas.

Safety:
  • Defenders must wear pinnies and they are not allowed to take or slap the object out of a player’s hand.

speed_passing.doc
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ROCK, PAPER, SCISSORS TOURNAMENT

Game: Rock, Paper, Scissors Tournament 
Type: Cooperative
Cycle: I, II, III
Activity Level: Low
Tactics: Show good sports man ship and luck will be on your side.
QEP: Comp. I, II: Dissociation and cooperation. 

Description:

Layer 1: Teacher must gather up all the students in order for them to all see his hands clearly. Then they are shown the hand action for “Rock”, which is a fist, “Paper”, which is a open hand with the palm facing down, and then “Scissors”, which is a closed fist excluding your index and middle finger which stick out straight. The teacher then calls out either one of the choices and the students must practice the action. 

Layer 2: The class must be divided into two even groups. The the two groups must then be lined up facing each other and every student must have a partner in front of them. The students must then face off and play the game. To start the game students must Shake hands and say “Have a good game”, then put their preferred hand behind their back. At the same time both students must say “ Rock, Paper, Scissors, Shoot!”, then they bring their arm back in front of them with their hand showing their choice. The rules are that “Rock” crushes “Scissors”, “Scissors” cut “Paper” and “Paper” covers “Rock”. When you beat your opponent 3 times you win the round. Once the game is done must shake hands again and say “Good game”. The opponent you beat becomes your cheering group. Once you have beat one person you must move on the the next student who has won their match. When you beat that person, his group is now part of your cheering group. This goes on until the final match up, when two people face each other and both their groups are cheering them on.

Modification:
  • “Rock, Paper, Scissors” can be said instead.
  • Amount of wins against a single opponent may vary.

Safety:
  • Students must stand a meter away from each other when playing.

rps_tournament_.doc
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File Type: doc
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PARACHUTE GAMES

Game: Parachute Games
Type: Cooperative 
Cycle: I, II 
Activity Level: Low - Moderate
Tactics: Team work and communication.
QEP: Comp. I, II: Types of grip, methods of communication, cooperation. 

Description:

Layer 1: The class must surround the parachute and space themselves out and garb the it with both hands. The teacher then instructs them to make fast, slow, big, or small waves with the parachute by moving their arms up and down. Then the teacher may instruct the students to walk clockwise at the same time. These exercises are just for the students to get used to the parachute and the various games that it can be used for.  

Game 1: Mushroom: Students surround the parachute and they all grab it with two hands. On “Go”, at the same time students must lift their arms causing the parachute to lift and form an umbrella shape. When the teacher says “Take a step in” the students take one large step in and as the parachute comes down if forms a mushroom shape. When the teacher says “Step back” the students take a large step back and let the parachute come back down. The they can try again.

Game 2: Tent: Students surround the parachute and they all grab it with two hands. On “Go”, at the same time students must lift their arms causing the parachute to lift and form an umbrella shape. When the teacher says “Take a step in” the students take one large step in and then on the teacher signal the students must pull down the part of the parachute they are holding over and behind their heads, bring it all the way to the ground and then sit on it so the air doesn’t escape. Once inside all the students can wave to their friends across the tent. On the signal all the students must get out so they cat try again.

Game 3: Popcorn: The class must surround the parachute and space themselves out and garb it with both hands. The teacher then places woof-a balls in the center of the parachute. On “Go” the students then begin to make small, slow waves and then soon after small, fast waves. When the teacher says “Popcorn!” the students must lift the parachute as fast and as high as they can at the same time. The woof-a balls will fly into the air. Once they all fall down students must collect them and place them back in the center. 

Modification:
  • Different balls may be used and different names can be given to each game.

Safety:
  • During the game of Popcorn students must cover their heads when the balls come down. 
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parachute_games.doc
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KNOTS

Game: Knots
Type: Cooperative
Cycle: II, III
Activity Level: Low
Tactics: Team work and communication.
QEP: Comp. I, II: Methods of communication, types of grips, principles of communication.

Description:

Layer 1:  Students are divided into groups of 5 or 6 and then they must spread out all over the gym. Pinnies are given to each student in the group. The students must form a circle and hold out their pinnie in one hand out in front of them. Then each student must grab someone else’s pinnie that is not directly on either side of them using their free hand. Once everyone has grabbed a pinnie, each group member should have one end of their own pinnie in one hand while the other end is being held by someone else and in their other hand is someone else’s pinnie that is also held at the other end. The objective is to form a proper circle again. So students must untangle themselves in any way they like but they are not allowed to let go of the pinnies under any circumstance. 

Layer 2: The group is given enough blindfolds so that everyone has their eyes covered except for one person who will be the leader. The leader must give instructions to the other group members. The leader must instruct them on whose pinnie to grab and how to go about grabbing it. Once the team is tangled the leader must instruct them on how to untangle themselves without letting go of the pinnies. Everyone in the group gets a chance to be the leader.

Modification:
  • More or less people can be in one group.
  • Two leaders can be chosen per group.

Safety:
  • Students must move slowly to prevent injuries.

CAT AND MOUSE

Game: Cat and Mouse
Type: Cooperative
Cycle: I, II
Activity Level: Moderate
Tactics: Move around given playing space, and move to avoid opponent.
QEP: Comp. I, II: Opposition, using the space available, types of support.

Description:

Layer1: The class must surround the parachute and space themselves out and garb the it with both hands. The teacher then instructs them to make fast, slow, big, or small waves with the parachute by moving their arms up and down. Then the teacher may instruct the students to walk clockwise at the same time. These exercises are just for the students to get used to the parachute and the various games that it can be used for.  

Layer 2: Students surround the parachute and they all grab it with two hands. On “Go”, at the same time students must lift their arms causing the parachute to lift and form an umbrella shape. They all slowly bring the parachute to the ground as they sit down on the floor around it. The teacher then choses a “Mouse” which then crawls under the parachute and begins to move around. Then the teacher instructs the class to make a variety of waves on the parachute without lifting it to far off the ground. The teacher then  selects a “Cat” who then has to take of their shoes, crawl on top of the parachute and locate and catch the mouse under all the waves. Once the mouse is caught or a minute has passed the game starts over again and two new students are chose.

Modification:
  • Depending on parachute size and class size the number of mice and cats may increase.

Safety:
  • When a student is a “Cat” and they locate a “Mouse” they are not allowed to pounce on the student or slap them, the “Cat” must simply garb the “Mouse”
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cat_and_mouse.doc
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File Type: doc
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