SPECIAL

Picture

ZOMBIE DODGE BALL

Game: Zombie Dodge Ball
Type: Special
Cycle: III
Activity Level: High
Tactics: Moving around and avoiding others in a playing space, offense, and run from the Zombies!
QEP: Comp. I, II: Throwing the object, opposition, 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 pivot. 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 become “Zombies”. Once hit, the student must run to the outside of the playing space boundaries and grab a hula hoop. The hoop is then placed on the floor and the “Zombie” must have one foot inside the hoop dragging it around while the other leg pulls the body forward slowly. As the “Zombie” moves around it must make ugly zombie noises. The objective for the “Zombies” is to turn as many students into “Zombies” as they can. In order to do so the “Zombies” must simply touch a student and yell, that student then must run and grab a hoop. The last “Human” standing wins.

Layer 3: An additional ball is added in. “Zombies” are now allowed to catch a thrown ball. If a “Zombie” catches a ball in mid air they then become “Human” again. Their hula hoop must be pushed to the side before they continue to play.   

Modification:
  • “Zombies” can just pick the ball up from the floor to become a “Human”
  • “Zombies” can move faster
  • Bases may be established when running away from “Zombies” but not from being hit by a ball.

Safety:
  • Students must be aware of others.
  • Students must be aware of where the ball is at all times.
  • Moderate throwing force is required and if hit in the head a student is not out.
  • “Zombies” are not allowed to violently grab, slap, or punch others; only taps or light force hugs are allowed.
Picture
zombie_dodge_ball.doc
File Size: 41 kb
File Type: doc
Download File

VAMPIRES

Game: Vampires
Type: Special
Cycle: II, III
Activity Level: Low
Tactics: Moving around blindfolded, sniff out humans.
QEP: Comp. I, II: Opposition, methods of communication, roles.

Description:

Layer 1: The whole class is spread out around the playing space and then given blindfolds. Once everyones blindfold is on they must start walking around trying to avoid others. The teacher will go around and select three “Vampires”. The “Vampires” stay blindfolded but instead of avoiding others they must find them and turn them into “Vampires”. In order for a “Vampire” to turn a student into a “Vampire” they must find grab one and shriek as loud as they can, then that student becomes a “Vampire”. If two “Vampires” grab each other they must both shriek as loud as they can so they can identify each other. The game is over once every “Human” has been turned into a “Vampire”!  New “Vampires” are chosen every round.

Modification:
  • When a “Vampire” turns someone into a “Vampire”, they must laugh the most evil laugh they can come up with.

Safety:
  • Students must walk around with their hand out in front of them to avoid walking into walls.
  • Students must also take small steps to avoid tripping others.
  • “Vampires” must not shriek directly into another students ear.
  • Teacher must observe everyone to prevent walking into a wall or objects on the walls.
Picture
vampires.doc
File Size: 38 kb
File Type: doc
Download File

TRIBAL HOOPS

Game: Tribal Hoops 
Type: Special
Cycle: III
Activity Level: High
Tactics: Offense, defense, communication, teamwork, use of playing space.
QEP: Comp. II: communication, roles, strategies, synchronization, motor skills.

Description:

Layer 1: Class is divided into 4 teams and each has an end zone. Two teams will play against each other on one half of the playing space. Objective of the game is to get the ball across the opposing team’s end zone by passing the ball down the gym. When on offense the person with the ball is only allowed to pivot, so no locomotion. In order to score, the ball must be passed to a player who is behind the opposing team’s end zone. Defense is playing warm defense, which means they can block the passer and intercept the ball. If a ball is dropped on a pass, possession is lost. Once a point is scored opposing team starts with the ball. Only one ball is in play. 

Layer 2: A hula hoop is tied to each basketball net at each end of the gym. And now the 4 teams are made into 2 teams. There are no longer end zones to score in just the opponent’s hoops. On offense the passer is now allowed to take 3 steps when they have the ball. There are no boundaries and all four walls may be used to bounce the balls off of for a pass. In order to score the offensive player with the ball must put ball through the hoop while still holding on to the ball. Putting the ball completely through the opposing team’s hoop is worth 2 points. If defense makes contact with offense near a hoop the offense is given a penalty kick from penalty line inside the key. The ball must be kicked through the hoop. Penalty kick is worth 2 points also. When a goal is scored the other team gets the ball.  

Layer 3: Playing zones are now established and players are given positions. Each team must decide on who will be on offense (Hunters), defense (Guards), and goalie (Chief). The amount of defense and offense is determined by how many students there are in the class. The Chief is only allowed in the key where their own hoop is, the Guards are only allowed outside of the key and the mid-zone, and the Hunters are allowed in the mid-zone and inside and outside of the key which is the offensive zone. Hunters are the only ones who can score. When  a goal is scored the ball is given to the opposing team’s Chief to start with the ball and the Hunters must leave the key area. After every 10 points defense, offense and goalie must rotate to other positions. 

Modification:
  • Hoops may be placed higher or lower.
  • A second ball may be added to the game.

Safety:
  • Soft balls must be used incase of injuries.
  • Students must be aware of other players and objects around walls.
Picture
tribal_hoops.doc
File Size: 40 kb
File Type: doc
Download File

TREASURE ISLAND

Game: Treasure Island
Type: Special
Cycle: II, III
Activity Level: Moderate - High
Tactics: Defense, timing, dekes, speed, communication and team work.  
QEP: Comp. I, II: Opposition, using the space available, throwing the object.

Description:

Layer 1: The class is divided into two teams and each team is lined up at each end of the gym. Two lines of beanie bags are made on either side of the center line of the gym.   On “Go” the students must all run to the middle collect as many beanie bags as they can and bring them back to the start line. Students are only allowed to pick up one beanie bag at a time and bring it back before they can go for their next one. Team with the most win.

Layer 2: In the center of the gym 4 cones are place to form a large square which is the “Island”. In the middle of the “Island” is a large pile of beanie bags which is considered the “Treasure”. At each end of the gym is a safe zone with a hula hoop placed in the middle for each team to place the “Treasure”. Four students are chosen to be “Royal Guards” who will be placed around “Treasure Island” and may move freely in the playign space except for the on the “Island” and the “Pirates’ ” safe zones. The rest of the class is divided into two teams, these two teams are the “Pirates” and they are placed at each end of the gym in the safe zones. The objective of the game is for the “Pirates” to get onto the “Island” steal the “Treasure” and bring it back to their base. The guards are given a tag stick (noodle) that they can use to tag the “Pirates” and send those Sea Rats back to where they came from! Once on the “Island” the “Pirates” are safe from the guards and they are only allowed to pick up one piece of “Treasure” at a time. If the “Pirates” are tagged when they have a beanie bag in their hand they must put it back on the “Island” and start over. The group of pirates with the most “Treasure” wins. “Royal Guards” are changed every 3 - 5 minutes. 

Layer 3: Bases are now placed in front of each safe zone in front of the hoops. “Pirates” can no longer just place the beanie bags in, they must step on the bases and toss them into the hoop. If the “Treasure” doesn’t land in the hoop the “Pirates” must bring the beanie bag back to the “Island”. 

Modification:
  • Amount of “Royal Guards” may vary.
  • An additional safe zone may be added into the playing space to help the “Pirates”.
  • “Pirates” may make short passes to each other to move the Treasure more effectively.

Safety:
  • When tagging someone with a noodle it must be below the neck.
  • Students must be aware of others.
  • Beanie bags must not be thrown at anyone under any circumstances. 
Picture
treasure_island.doc
File Size: 54 kb
File Type: doc
Download File

SWAMP MONSTER

Game: Swamp Monster
Type: Special
Cycle: I
Activity Level: Low - Moderate
Tactics: Yell as loud as you can!
QEP: Comp. I, II: Opposition and types of support.

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. 

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 and let the parachute cover their legs that should be straight out in front of them. The teacher then choses a “Swamp Monster” which then crawls under the parachute and begins to move around. The objective of the game is for the “Swamp Monster” to drag everyone into the murky swamp! When a student is grabbed and pulled under the parachute they must yell as loud as they can, that student then becomes a “Swamp Monster” and must pull others in. Once everyone has been pulled in the game is over and a new “Swamp Monster” is chosen for the next round. 

Modification:
  • A “Swamp Guard” may be added who can run around and save people from being pulled into the swamp.

Safety:
  • Students must not kick when their legs are under the parachute.
  • Students must not resist when being pulled in.
  • “Swamp Monsters” are not allowed to scratch or hurt others when pulling them in.
swamp_monster.doc
File Size: 37 kb
File Type: doc
Download File

ROCK, PAPER, SCISSORS TAG

Game: Rock, Paper, Scissors Tag
Type: Special
Cycle: II, III
Activity Level: Moderate - High
Tactics: Speed, concentration and show good sports man ship and luck will be on your side.
QEP: Comp. I, II: Opposition, flow in the performance of movement skills.

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 is then divided into groups of two and they must spread out around the playing space and establish their playing line and safe zones. 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”. Only one match is played; who ever wins that one match must chase their opponent before they can reach their safe zone which is located 5 yards behind the playing line. In order to get a point the students must beat their opponents at “Rock, Paper, Scissors” and then catch them. After 5 minutes everyone must switch partners. Who ever has the most points after each game wins.

Modification:
  • Safe zone may be closer or further.
  • Class may be divided into two groups and lined up facing each other while teacher calls out “ Rock, Paper, Scissors, Shoot!”. Everyone must have a partner and the rest of the rules do not change. 



Safety:

  • Students must stand at least 3 feet apart when playing.
  • When chasing another student there is not tripping, grabbing or punching, only taps.
rock_paper_scissors_tag.doc
File Size: 41 kb
File Type: doc
Download File

PRURIE!

Game: Prurie !
Type: Special
Cycle: II, III
Activity Level: Low
Tactics: Moving around blindfolded, find “Prurie”.
QEP: Comp. I, II: Methods of communication and cooperation.

Description:

Layer 1: The teacher must get everyone to practice saying “Prurie” out loud, continuously for about 20 seconds.

Layer 2: The whole class is spread out around the playing space and then given blindfolds. Once everyones blindfold is on they must start walking around trying to find others. The teacher will go around and select a “Prurie”. The “Prurie” is a student that the rest of the class must find while blindfolded. To do so the students must walk around calling out “Prurie!”. If a student touches someone they must say “Prurie” if the student they touch replies by saying “Prurie” then neither of them have found “Prurie” yet. “Prurie” is no longer blindfolded once he or she is chosen and they must stand completely still. If a student finds “Prurie” they will know because “Prurie” will not respond to “Prurie”. When a student finds “Prurie” they then become a “Prurie”, and they must remove their blindfold and stand still next to the original “Prurie”. The game is over when there are five students left looking for “Prurie”.

Modification:
  • Two “Pruries” may be chosen to begin the game.
  • If “Prurie” is to hard to pronounce then the name of the game may be changed.

Safety:
  • Students must walk around with their hand out in front of them to avoid walking into walls.
  • Students must also take small steps to avoid tripping others.
  • Teacher must observe everyone to prevent walking into a wall or objects on the walls.
prurie.doc
File Size: 36 kb
File Type: doc
Download File

ALIENS VS. HUMANS DODGE BALL

Game: Aliens vs. Humans Dodge Ball
Type: Special
Cycle: III
Activity Level: High
Tactics: Moving around and avoiding others in a playing space, offense, team work and communication.
QEP: Comp. I, II: Encircling opponent, methods of communication, cooperative-opposition.

Description:

Layer 1: The class is divided into two teams; Aliens and Humans. The two teams must get together in their own groups and pass around a ball using different passing techniques.  

Layer 2: The playing space is shared, there are no established zone and players may run anywhere within the playing space. The game is similar in a way to Dodge Ball in the sense that one team must eliminate the other to win but, this game is much more based on teamwork and only one ball is used in the game. Teams get 30 seconds before the game starts to come up with a strategy to either conquer planet Earth or to save mankind! When a player has they ball they are not allowed to locomote but they are allowed to pivot. Teammates must pass to each other if opponents are to far to hit with the ball. In order to get another player out the ball must be thrown and make contact anywhere below the neck. When a player is hit they must go to the side. The only way for a player who is out to get back in is if a player from the other team is eliminated from the game. The catch is that only one person can go in for the one person that gone out on the opposing team. The last team standing wins.

Layer 3: Another ball is added to the game. One ball is only allowed to be thrown by girls and the other is only allowed to be thrown by boys, but both balls can be passed around by either gender. These balls should be different colors to help recognize which is which.  

Modification:
  • A neutral ball may be added which can be used by both boys and girls.

Safety:
  • Students must be aware of others as well as where the balls are at all times.
  • When passing a ball eye contact must be made between passer and receiver.
  • A ball must not be shot with intentions to hurt another player. Moderate force is appropriate.
  • Pinnies are given to each team to help distinguish the two.
Picture
aliens_vs_humans_dodge_ball.doc
File Size: 40 kb
File Type: doc
Download File