PURSUIT AND EVADE

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WHAT TIME IS IT MR.WOLF?

Game: What Time is it Mr. Wolf?
Type: Pursuit & Evade
Cycle: I, II
Activity Level: Moderate
Tactics: Listening, speed, communication.
QEP: Comp. I, II: using the space available, roles, concepts of time, speed and distance.

Description:

Layer 1: Students must all line up on the start line while teacher makes them practice saying “What time is it Mr. Wolf?”. Students must walk forward towards the teacher as he walks forward and answers the question with a specific time. When students ask the question and the teacher answers “Lunch time!!!” students must run back to the start line without being touched by the “Wolf” (teacher). 

Layer 2: Two - five students now become wolves and form a wolf pack. Each student get a turn to answer the question, but teacher still decides when its “Lunch time!!!”. When a student is touched by a wolf they join the pack.

Layer 3: Teacher is now out of the wolf pack and students take turn answer the question and at anytime a student may yell out “Lunch time!!!”

Modification:
  • Increase or decrease playing space.
  • Different tagging instruments (noodles).
  • The answer to the question may now signify how many steps the others may take, removing the concept of free locomotion. 

Safety:
  • Students must be aware of others when running back.
  • Appropriate tagging, no slapping, no pushing, just a tap.
  • Make sure there is enough stopping space between start line and wall.
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what_time_is_it_mr_wolf.doc
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UNDER THE LEG DODGEBALL 

Game: Under the Leg Dodgeball
Type: Pursuit & Evade
Cycle: II, III Activity Level: Moderate - High
Tactics: Moving around in a playing space, avoiding others.
QEP: Comp. I, II: Throwing the object and using the space available.

Description:

Layer 1: Students must scatter around the playing space within the boundaries away from others. On “Go” students must move around in the playing space using different locomotion patterns. While locomoting students must avoid each other. The playing space is shared not divided like in the traditional version of Dodge ball.

Layer 2: Two giant semi deflated beach balls are thrown into playing space by the teacher. Students must knock out other players by throwing the ball underneath their legs. When a student gets a ball they are not allowed to locomote but they are allowed to turn on the spot. Both legs must be on the floor when throwing the ball. When a student has the ball they are not safe, if another student hits them with a ball they are out, they also may not block a shot with a ball. The rest of the students must try to avoid the players with the ball but at the same time look for opportunities to get the ball and eliminate others. When a student is hit they must run outside the boundaries of the playing space and wait for 4 more players to be eliminated before the can come back into the game. If a player is hit in the head they are not eliminated and the player who shot the ball must apologize. The game lasts for about 5 - 10 minutes.

Layer 3: Another ball is added to the game and when a player is hit they must run outside of the boundaries of the playing space and do 10 jumping jacks in order to get back in. This increases the playing pace and and the amount of playing time for each student.

Modification:
  • Amount of balls added into game may vary.
  • In order to be let back into the game the amount of players may vary.
  • Jumping jacks may be switched to another activity.

Safety:
  • Students must be aware of others.
  • Students must be aware of where the ball is at all times.
  • Players who are out must stay out of the playing space when waiting to get back in.
under_the_leg_dodge_ball.doc
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TEAM FLAG TAG

Game: Team Flag Tag
Type: Pursuit & Evade 
Cycle: I, II, III
Activity Level: High
Tactics: Use of playing space, teamwork, defense. 
QEP: Comp. I, II: Encircling opponent, opposition, methods of communication.

Description:

Layer 1: The class is divided into 4 teams and each team is given different colored pinnies. The pinnies must be tucked into the students shorts or pants of either side over the hip. The majority of the pinnie must be sticking out of the shorts or pants in oder for other students to be able to grab it. Once the students are given their team color they must spread out all over the the gym within the playing space’s boundaries. On “Go” students must move around the playing space in different ways such as: skipping, jogging, running, shuffling, etc...   

Layer 2: Students must spread out within the boundaries of the playing space just like layer one. The objective of the game it to pull off as many pinnies from other players as you can, not matter the color of their pinnie, at the same time defend your own pinnie from being pulled off. While moving around the playing space if a student’s pinnie is pulled of they must pick up their pinnie and move to the outside of the playing space and do 10 jumping jacks, tuck in the pinnie and get back in the game. There is a 5 minute time limit per round.

Layer 3: Colors now designates the teams. One team has a designated group to play against while the other two teams play against each other all within the same playing space. When a student’s pinnie is pulled out they must move outside of the playing space with their pinnie and do 10 jumping jacks. The game continues until the 5 minute time limit is up. 

Layer 4:All teams are now against each other. The last team left in the playing space wins. This is a knockout game, if a student’s pinnie is pulled out that student is out of the game until one team is left. Teams must work together to stay in the game and protect each other from the other opponents.      

Modification:
  • More teams may be added.
  • Jumping jacks can be changed to anything else as long as the students are active.

Safety:
  • Students must be aware of each other and the boundary lines.
  • Slapping another students had away while they try to grab their flag is unacceptable.  
team_flag_tag.doc
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TEAM BALL TAG

Game: Team Ball Tag
Type: Pursuit & Evade
Cycle: III
Activity Level: High
Tactics: Moving around in a playing space, avoid others, teamwork and communication.
QEP: Comp. I, II: Cooperative-opposition, throwing the object, methods of communication, using the space available.

Description:

Layer 1: Students must scatter around the playing space within the boundaries away from others. On “Go” students must move around in the playing space using different locomotion patterns. While locomoting students must avoid each other.

Layer 2: Two students are now designated as “It” and they are given one ball. These two people must run around and tag the other students with the ball. The ball is not allowed to be thrown it must stay in the player’s hands during a tag. Once a person who is “It” has the ball they are not allowed to locomote, but they are allowed to pivot. The two players are allowed to pass the ball to each other in order to get closer to the other students. Once a student is touched they now become “It” as well. 

Layer 3: Four players are now “It” and two balls are set into play. 

Modification:
  • Tag ball may vary in size.
  • 3 steps may be allowed by the people who are “It”

Safety:
  • People who are “It” are designated with pinnies.
  • Bundle of pinnies for people who get tagged is located outside of the playing space.
team_ball_tag.doc
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SNATCH

Game: Snatch
Type: Pursuit & Evade
Cycle: II, III
Activity Level: Moderate
Tactics: Speed, concentration and attentiveness.
QEP: Comp. I, II: Catching opponent wrong footed, reacting to movements or actions of opponent, recovering the object.

Description:

Layer 1: The class is divided into 2 groups and they are lined up facing one another about 1 meter apart in the center of the gym. In between each pair of students that are facing each other; the teacher places a colored bean bag. When the teacher calls out a color the students who have that color bean bag in front of them must take a step forward.

Layer 2: The objective now is to see who can get to the bean bag first. When the teacher calls out a color the first player to get to the bean bag and snatch it off the floor and bring it back to their start line gets a point. At the end of each round the bean bag is placed back in the middle.

Layer 3: Now if a player picks up the bean bag, their opponent may tag them and they are forced to drop the bean bag. If a player gets tag the opponent gets a point. 

Modification:
  • Students may start either face down or chest up.
  • Students may be placed further back.
  • Students must crawl or squirm to the bean bag.

Safety:
  • Students must be spaced out each line.
  • Students must be aware of others at all times.
  • When going in for the bean bag, students must not go in head first looking down at the floor.
snatch.doc
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GIANTS, ELVES, AND WIZARDS

Game: Giants, Elves, And Wizards
Type: Pursuit & Evade
Cycle: I, II
Activity Level: Moderate
Tactics: Communication, Speed.
QEP: Comp. I, II: Opposition, principles of communication, using the space available.

Description:

Layer 1: Class is divided into two teams. Objective of the game is much like Rock, Paper, Scissors. The teacher must demonstrate each movement; Giant: student must stand on tippy toes with their hand up in the air, Elves: student must crouch down and put their hands up over their heads, Wizards: students must lunge down with their hands out in front of them and wiggle their fingers. Once the students have seen the demonstration each team must be lined up about a meter apart facing each other. Every student must have one person from the opposing team in front of them. Now teacher must call out either “Giants”, “Elves”, or “Wizards” and students must perform the task.

Layer 2: Each team must now go into a group huddle and discus which movement they will pick. The whole team must decide on two movements, their second choice is used incase the opposing team has the same first choice. The objective of the game is to have a movement that is superior to the opposing team’s choice. For instance Giants squish Elves, Elves dodge wizards, and Wizards shrink Giants. 

Layer 3: If a team wins they must chase the opposing team until they reach their safe zone which will de a designated area 10 yards behind the playing line. Once the student being chase is in the safe zone the chase is over and both teams go back to the playing line. Example: If one team choses Giants and the other choses Elves, the Giants must chase the Elves back.

Modification:
  • Distance between two teams can be increase or decreased.
  • Students may chase different opponents.
  • Different starting positions can be used.
  • Teams can be facing away from each other.  

Safety:
  • Students must be aware of other students’ running lanes.
  • When chasing another student grabbing the student is not permitted only a tap.
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gew.doc
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FROZEN TAG

Game: Frozen Tag
Type: Pursuit & Evade
Cycle: I, II, III
Activity Level: High
Tactics: Moving around in playing space, avoid others.
QEP: Comp. I, II: Opposition, using the space available, types of support. 

Description:

Layer 1: Students must scatter around the playing space within the boundaries away from others. On “Go” students must move around in the playing space using different locomotion patterns. While locomoting students must avoid each other.

Layer 2: Two students are now designated as “It”. These two students must run around and tag as many students as they can. Once tagged, students must freeze, balance on one foot, and put their hands out with their palms up. In order to be freed a free student must place their hands on the frozen student’s hands and say “You’re free” three times, and the frozen player must say “Thank you”. When one is being freed both students are safe from being tagged.

Layer 3: The ability to create your own base when being approaches is established. If a student is being approached they must stand on one foot and touch their nose with one hand in order to be safe from being tagged.  

Modification:
  • Safe stance my be altered.
  • Bases may also be placed around playing space as safe zones but one person is allowed on a base. Once another person comes on the the base the first student must leave the safe zone.
  • People who are “It” can be given tag sticks (noodles).

Safety:
  • Tags must be done below neck level and above the waist level.
  • Tag must be a tap, not a slap or punch.
frozen_tag.doc
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FROZEN PARTNER TAG

Game: Frozen Partner Tag
Type: Pursuit & Evade
Cycle: II, III
Activity Level: High
Tactics: Moving around in a playing space, avoiding others, team work and communication.
QEP: Comp. I, II: Using the space available, encircling opponents, opposition.

Description:

Layer 1: Students must scatter around the playing space within the boundaries away from others. On “Go” students must move around in the playing space using different locomotion patterns. While locomoting students must avoid each other.

Layer 2: Two students out of the whole class are paired up and are established as “It”. These two students must both hold on to a pinnie with one hand and in the other hand they each have a tag stick (noodle). These to players must move around together in order to freeze other players. Once tagged, students must freeze, balance on one foot, and put their hands out with their palms up. In order to be freed a free student must place their hands on the frozen student’s hands and say “You’re free” three times, and the frozen player must say “Thank you”. When one is being freed both students are safe from being tagged.

Layer 3: Two more students are paired up and established as “It” and given tagging sticks. Now with two pairs of students that are “It” communication is key between the two groups and their partners.

Modification:
  • Frozen stance can be altered.
  • “It” groups can be increase to 3 or more people per group.

Safety:
  • Students who are “It” must communicate in order to move around.
  • Students must be aware of others.
frozen_partner_tag.doc
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BRIDGES, BEACHES, AND BOATS

Game: Bridges, Beaches and Boats
Type: Pursuit & Evade 
Cycle: I, II, III
Activity Level: High
Tactics: Moving around in given playing space, offense.
QEP: Comp. I, II: Principles of balance, locomotor skills, using the space available.

Description:

Layer 1: Students must find a spot within the boundaries given for the playing space. Some areas of the playing are considered water, which students should avoid. On “Go” students start to walk around the given playing space which is called the “Beach”. 

Layer 2: Students may now also walk on the “Bridges” that are identified by cones across the gym. After getting used to the “Bridges” students may also move around using the “Boats” and the “Rocks” found in the water. “Boats” are hula hoops placed in the water. Students can only move in boats by jumping into the hoop and shuffling their feet to move the hoop. As for the “Rocks” they are also placed in the water and identified by colorful bases. Students can run through the water by stepping on the “Rocks”. If a student steps in the water they are frozen and must call out for help. They can only be saved if another student runs by and taps their hands 3 times and says “you’re safe, you’re safe, you’re safe” and the frozen student must say “Thank you”.

Layer 3: Two students are now chosen to be “It” and they can now tag others and freeze them. Students can be unfrozen in the same manner as if they were to step in the water.   

Modification:
  • Amount of people “It” can vary.
  • Students who are “It” can be given tag sticks “cut noodles”
  • Amount of “Boats” and “Rocks” can be either increase or decreased.
  • Two students may stand in one “Boat” at a time.
  • A bases can be established.

Safety:
  • A tag must be done below a student’s neck and above the waist.
  • Be aware of others.
bridges_beaches_boats.doc
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