OPEN National Field Day - Complete Event Packet 2021
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What Does it Take to Be An Active Schools Champion? Becoming an Active Schools Champion is a commitment to encouraging physical activity with your time, your talents, or just your enthusiasm. We have strength in numbers. The more Champions, the more attention. The more attention, the more action. The more action, the more activity. Become an Active Schools Champion Today!
Roll-n-Run The Goal: To score points by rolling a disc that passes through your legs. What You Need: Timer / Interval Music, Flying Disc How To Play: ● Roll a flying disc on its edge along a flat surface. ● Quickly run and position your legs in a straddle position. ● If the rolling disc passes through your legs, you score a point! ● Continue for 1 minute. ● Keeping track of your score and earn as many points as possible. ● Bronze = 1-2 points, Silver = 3-4 points, Gold = 5+ points
Disc Slam The Goal: To score points by passing a flying disc to a partner who slams it into a hoop. What You Need: Flying Disc, Hula Hoop (or laundry basket) How To Play: ● Player 1 stands holding the flying disc. Player 2 stands 10 paces away next to the hula hoop or laundry basket placed on the ground. ● Player 1 throws the disc toward the hoop and Player 2 tries to “slam” (i.e. bump or knock) it out of the air attempting to get it to land inside the hoop. Your team scores a point if you are successful. ● Switch places and repeat. How many points can you score after 10 attempts?
Twirl-a-Whirl The Goal: How long can you twirl a disc on your finger? What You Need: Timer / Interval Music, Flying Disc How To Play: ● Begin in a ready stance with the disc resting on your finger. ● When the timer starts, begin twirling the disc using only your finger. ● How long can you keep the twirl going without a drop? ● Bronze = 30 seconds, Silver = 1 minute, Gold = 2 minutes
Spin Fit The Goal: Add up your repetitions. Get the highest score possible after 3 rounds of fitness fun. What You Need: Flying Disc How To Play: ● Round 1: Spin the flying disc like a coin and perform as many jumping jacks as you can until the disc stops. ● Round 2: Spin the flying disc like a coin and perform as many push-ups as you can until the disc stops. ● Round 3: Spin the flying disc like a coin and perform as many curl-ups as you can until the disc stops. ● Now add the three scores together to get your Grand Total.
Flying Saucer The Goal: Get your flying saucer to the landing pad in the fewest attempts possible. What You Need: Flying Disc, Hula Hoop, Partner (optional) How To Play: ● Place a hula hoop anywhere in your general space. You can lie it on the ground or lean it against an object. ● 1 or 2 players stand as far away as appropriate (consider safety and adult permission). ● Take turns throwing your flying saucer (disc) toward the landing pad (hoop). ● How many attempts does it take? Reposition and play again.
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Book End The Goal: Score points by standing up while balancing a book on your head. What You Need: Timer / Interval Music, Book (or Flying Disc) How To Play: ● On the start signal, balance a book on top of your head and try to stand up. ● If you successfully move from a seated to a standing position without the book falling off your head, you score a point. Sit back down and try again. ● If the book falls off your head, return to a seated position and try again. ● Score as many points as you can in one minute! ● Bronze = 1-3 points, Silver = 4-5 points, Gold = 6 points Download or stream 1-Minute Challenge Music on Apple Music or Spotify
Zero Gravity The Goal: Keep three balloons in the air for 1 minute. What You Need: Timer / Interval Music, 3 Balloons How To Play: ● Stand in personal space holding three balloons. ● On the start signal, toss the balloons into the air. ● Tap or volley the balloons to prevent them from touching the ground. ● To succeed, you must keep all 3 balloons in the air for 1 minute. Download or stream 1-Minute Challenge Music on Apple Music or Spotify
Jacks Flash The Goal: To remove all 6 pieces of paper by rolling every number on a 6-sided die in 1 minute. What You Need: Timer / Interval Music, 6-sided die, 6 pieces of paper (numbered 1-6) How To Play: ● On the start signal, roll a 6-sided die and do that number of jumping jacks. ● Next, remove the piece of paper with the number that you rolled and repeat. ● If you roll the same number, you must complete the jumping jacks before rolling again, but you do not have to do anything with the piece of paper because it has already been removed. ● To succeed in this challenge, you must roll all numbers 1-6 before your 1-minute timer has expired. Download or stream 1-Minute Challenge Music on Apple Music or Spotify
Grand Slam The Goal: Score as many points as you can in 1 minute. What You Need: Timer / Interval Music, Book (or Target), Paper Ball, Marker (or Pen) How To Play: ● Stand a book on its end on top of your desk or table. ● Stand 2 paces away holding a marker (cap on!) in your dominant hand and a paper ball in the opposite hand. ● On “GO!” toss the paper ball into the air and hit/strike it with the marker. ● If the paper ball hits the book/target, you just hit a “grand slam” and score 4 points! Quickly retrieve the paper ball and continue the action until the one minute timer signals the end. ● Levels: Bronze = 12-18 points, Silver = 18-24 points, Gold = 24+ points Download or stream 1-Minute Challenge Music on Apple Music or Spotify
Bowling for Cups The Goal: Knock down 6 plastic cups in 1 minute. What You Need: Timer / Interval Music, 6 plastic cups, bean bag (or sock ball) How To Play: ● Arrange cups in a line with each cup spaced approximately one foot apart. Stand 5-15 paces away. ● On the start signal, slide the bean bag (or sock ball) on the ground attempting to knock down one of the cups. ● Race to collect your bean bag and any cup that is knocked over. ● Return to your starting position and repeat. ● Your goal is to knock over all 6 cups in 1 minute. Download or stream 1-Minute Challenge Music on Apple Music or Spotify
Skee-Ball The Goal: Score as many points as you can in 3 rounds of play. What You Need: 5 bins or targets (various sizes), 3 fluff balls (or sock balls) How To Play: ● Arrange 5 targets close together. Assign a point value (1-5) for each. (Targets can be plasticware, buckets, laundry baskets, or even paper plates.) ● Stand 5-10 paces away. Use an underhand throw to toss each fluff ball towards the targets. Record your score. ● Play three rounds. When finished, add each score to calculate a grand total.
Pillowcase Race The Goal: Complete the Pillowcase Race as fast as you can! What You Need: Pillowcase, 2 Cones (or spots), Timer How To Play: ● Set 2 cones or spots 10-15 paces apart. ● Start at one cone with both feet inside the pillowcase. ● On the start signal, hop down and around the far cone to finish at the cone where you started. ● Race against the clock or against friends. ● Have a lot of friends? Make it a relay!
Hot Potato The Goal: Have the lowest score possible by NOT being the player holding the “Hot Potato” when the music stops. What You Need: Any Tossable Object, Music and Music Player How To Play: ● Stand facing a partner. Or, form a circle with friends. ● When the music starts, pass the tossable (e.g. bean bag, foam ball, sock ball). ● When the music stops, the player holding the object receives a point. ● When the music plays again, repeat the process. ● The objective is to have the LOWEST score at the end of the activity.
Bag Toss The Goal: Toss a bean bag into a hula hoop to score points. What You Need: 1 Hula Hoop, 2 Spots, 6 Bean Bags (3 of one color and 3 of a different color) How To Play: ● Place a hula hoop on the ground. Put the spot in the center of the hoop. Put another spot marker approximately 10 paces away from the target you created. ● This game is best played against a partner, but you can also play alone. ● Take turns tossing one bean bag at a time towards the target. ● Scoring: Inside Hoop = 1 point, Touching Hoop = 2 points, Touching Spot = 3 points
Tic-Tac Whoa! The Goal: To be the first player to get 3 bean bags in a row (row, column, or diagonal). What You Need: 9 Hula Hoops (or spots), 2 Bean Bags, Spots (5 of 1 color & 5 of a different color) How To Play: ● Make a tic-tac-toe board by placing the 9 hoops in 3 equal rows of 3 (3X3). ● Stand with a partner 10-15 paces away. Assign each team a spot color. ● Player 1 tosses his/her bean bag. If the bean bag lands in an empty hoop, then that player will move to the hoop and place a spot inside the hoop, collect the bean bag, and then run back to the start. ● Now it is time for Player 2 to haven a turn. ● Continue until someone gets three spots in a row (row, column, or diagonal).
LEARN about health-related fitness. Watch FitTalks by The Cooper Institute to learn about Aerobic Capacity, Muscular Strength, and Body Composition. Next, ADDRESS your fitness goals by participating in the Fitness-Fun Field Day Events in this packet. Visit the FitnessGram Playground – a comprehensive online site that offers resources for Health and Fitness to improve physical and mental well-being. Spread the word about this new resource! Download or Share The FitnessGram by The Cooper Institute Playground FitnessGram by The Cooper Institute is the most widely used physical fitness assessment in the country, reaching millions of kids nationwide in tens of thousands of schools.
INCHWORM RELAY The Goal: Move from cone to cone with a partner using inchworm planks. Demonstrate muscular fitness and flexibility. What You Need: 5 cones per pair How To Play: ● Place the cones in a line 10 paces apart. ● Designate one cone as Starting Cone 1 and another as Starting Cone 2. ● Teams of 2 organized with a partner at Starting Cone 1 and a partner at Cone 2. ● All students in plank position. On the start signal, Partner 1 walks their feet up to their hands and then moves forward by walking hands back to plank position (like an inchworm). When Player 1 touches the next cone, Player 2 begins to inchworm toward the next cone. Player 1 will safely and quickly move to the next cone and gets ready in plank position. ● This rotation continues until the team touches the 5th and final cone.
JUMP ROPE 5K The Goal: To jump rope with a partner for 5 full minutes. Demonstrate aerobic capacity. What You Need: 1 jump rope per student, Stopwatch, or 5-minute timer How To Play: ● Find your pulse and count your heartbeats for 10 seconds. Now, multiply that number by 6. That number is your Beats Per Minute (BPM) before the Jump Rope 5K. Get ready with a jump rope and enough space to jump rope safely. ● On the start signal, all participants begin jumping rope with basic 2 -foot jumps. ● Continue jumping rope for 5 full minutes with no breaks or and no resting. ● If you make a mistake with your jump rope, that’s okay. Just start jumping again right away. It doesn’t matter how many jumping mistakes you make. ● On the stop signal, find your pulse and count again. What is your BPM after the Jump Rope 5K?
800-METER STEEPLECHASE The Goal: To run 2 laps around a 400-meter course while overcoming each obstacle. Demonstrate aerobic capacity while running and muscular fitness while crab walking. What You Need: 8-16 Hula Hoops, 4-12 Jump Ropes, Cones to mark a 400-meter course, Stopwatch How To Play: ● Create a 400-meter course with 2 obstacles. At the 100-meter mark, create the first obstacle with a row of hula hoops across the width of the running lanes. Students can leap over the hoops, or they can step quickly inside the hoops. However, they may not touch a hoop. If they do, they move off the course and complete 3 burpees before continuing. ● At the 300-meter mark, create the next obstacle with 2 lines of jump ropes 10 paces apart. Students must crab walk from one line to the next before getting back up and continuing to run.
H.Y.P.E. BREAKS The Goal: To complete 1 or more Fit 4 FitnessGram H.Y.P.E. Breaks – by Hip Hop Public Health. What You Need: Get 60: Fit 4 FitnessGram H.Y.P.E. Breaks YouTube Playlist How To Play: ● H.Y.P.E. stands for “Help Young People Energize.” ● Perform 1 H.Y.P.E. Break for a bronze medal performance. ● Perform 2 H.Y.P.E. Breaks for a silver medal performance. ● Perform 3 or 4 H.Y.P.E. Breaks for a gold medal performance!
Lil Sugar is a fun story about a serious issue. There are many different forms of hidden sugars in the foods that we eat. It’s important that we know how to identify sugar in all forms so we can be mindful about how much sugar we eat. Visit HHPH.org to learn more about the Lil Sugar Song, App & Book.
The Goal: YOU can be a master of disguise. Move down and back from cone to cone putting on funny clothes (1 at a time) until your disguise is complete. What You Need: 2 cones per player. Oversized pants, shirt, hat and shoes per player.
How To Play: ● On the start signal, jog down to the checkpoint and put on the shirt, then jog back to the start point. ● Next, jog to the checkpoint and put on the pants, then jog back to the start point. Continue until you are wearing the entire disguise. ● Race against the clock with 2 or 3 trials to see how fast you can complete the challenge. Or, race against other players.
The Goal: In this plank station adventure race, move from station to station cracking each of the six plank codes. What You Need: 6 cones as station markers and the 6 plank hacker station signs.
How To Play: ● Create 6 plank stations in the activity area with enough room to move safely. Work as an individual, in pairs, or in small groups. Start at any cone. Complete all 6 stations to earn participation in this event. ● Play the Lil Sugar song as the start signal. Can you complete all 6 stations before the song is over? ● As soon as you finish at a station, quickly move to the next.
The Goal: How many calorie-burning physical activities can you draw and do while the Lil Sugar song is playing? What You Need: Pen/Marker, Large Pad of Paper, Lil Sugar Music
How To Play: ● One player starts as the artist. When this music starts, draw a picture (clue) of an activity your entire group can do (e.g., jumping jacks). ● As soon as a teammate guesses your clue, complete 5 repetitions of the activity, then change artists. ● Continue drawing, doing, and changing artists for the full song. ● Count the number of activities you were able to draw and do. Complete against your best score or against a team of friends.
The Goal: Follow the dance instructional video to learn and do the Lil Sugar Dance. What You Need: Dance Video and Video Player
How To Play: ● It’s time to learn about hidden sugar while performing the Lil Sugar Dance. ● Dancing is a great way to balance our energy. Every dance move burns calories and works to keep our bodies and brains healthy. ● Watch the video and practice the dance. ● Then, download or stream the Lil Sugar Song to perform the dance for your friends and family.
Welcome to the Look for the Good Charging Station! Our friends at Look for the Good Project have helped us identify four challenging emotions that students may experience on Field Day: Overly Excited Worried Frustrated Embarrassed Jittery & Scattered Afraid & Jumpy Angry & Disappointed Want to Run & Hide Think of these emotions as little friends who have come to visit. Set up a Charging Station for students to make friends with these emotions and use their energy to get focused, motivated, courageous and resilient. For more information, visit lookforthegoodproject.org.
Welcome to the LOOK FOR THE GOOD Charging Station! What Emotion Friend has come to visit? When emotions get large, it’s time to recharge. Use our Wiggle Jars to help you recharge your batteries & transform your stress into strength!
FEELING OVERLY EXCITED? Sometimes we can feel too excited and it’s hard to control our behaviors. You can turn your Excitement into Focus by performing physical activities from the Wiggle Jar! Let’s practice. Perform each activity for up to 30 seconds. When finished, mark this event complete on your scorecard. Perform all activities for up to 30 seconds with 15 seconds of rest in between each activity. 1. Dance around like a duck. 2. Bounce your body up and down 11 times. 3. Throw imaginary confetti in the air. 4. Give yourself a BIG HUG and twist and giggle. 5. And then to finish, take 3 deep, slow breaths. Get 30-Second Interval Music on Apple Music or Spotify. Congratulations! You’ve started the process of turning your Excitement into Focus!
WIGGLE YOUR EXCITEMENT INTO FOCUS Excitement arrives with a whoosh of energy that feels great! But if you don’t channel this energy into some sort of activity, all the excitement can add up and make you feel jittery and scattered. It’s kind of like when you eat too much sugar. Since this can make it hard to control behavior, too much excitement can be really challenging. Here’s how you can channel your Excitement into Focus: 1. Do some of the wiggles from the Excited Wiggle Jar to move some of the energy through your body. 2. Once you are feeling calmer, take a deep breath. 3. Then ask yourself, “What am I excited about? Is there anything I am looking forward to? What is one thing I can do right now to make sure that happens?” 4. Create a goal and then channel all your excited energy into achieving this goal! You can do it!!
FEELING WORRIED? Sometimes we want to participate but we’re worried we might not do things right. You can turn your Worry into Courage by performing physical activities from the Wiggle Jar! Let’s practice. Perform each activity for up to 30 seconds. When finished, mark this event complete on your scorecard. Perform all activities for up to 30 seconds with 15 seconds of rest in between each activity. 1. Shake invisible paint off your hands (and oink like a pig). 2. Hop on one foot (or bounce your body) while naming 3 of your favorite things. 3. Put yourself inside an invisible bubble of safety and extend your arms to the edges. 4. Give yourself a BIG HUG. 5. And then to finish, put your hands on your heart and take 3 deep, slow breaths. Get 30-Second Interval Music on Apple Music or Spotify. Congratulations! You’ve started the process of turning your Worry into Courage!
WIGGLE YOUR WORRY INTO COURAGE Worry shows up when we need to pay attention. It helps us stay alert and get prepared. When we’re competing or playing a sport, it’s normal to feel worried. Here’s how you can channel your Worry into Courage: 1. Do some of the wiggles from the Worried Wiggle Jar to move some of your stress energy out of your body. 2. Once you’re feeling calmer, take a deep breath. 3. Then ask yourself, “What am I worried about? Am I afraid to fail or make a mistake? Do I need more information on how to do an activity? Am I afraid to ask for help?” 4. It takes courage to try new things and to be open to making mistakes. Making mistakes is part of learning process. So is asking for help. Use the power of “Yet” to transform the worry of failing into the courage of trying: “I can’t do this YET, I’m not good at this YET, I don’t understand this YET.” The only failure is not being willing to try.
FEELING FRUSTRATED? Sometimes we try really hard but things don’t turn out exactly the way we want. You can turn your Frustration into Motivation by performing physical activities from the Wiggle Jar! Let’s practice. Perform each activity for up to 30 seconds. When finished, mark this event complete on your scorecard. Perform all activities for up to 30 seconds with 15 seconds of rest in between each activity. 1. Stomp in place (feet or hands) and count down from 10. 2. Twist and punch the air while growling. 3. Look up and clap your hands above your head 7 times. 4. Put your arms across your chest and pat yourself on the back with both hands. 5. And then to finish, take 3 deep, slow breaths. Get 30-Second Interval Music on Apple Music or Spotify. Congratulations! You’ve started the process of turning your Frustration into Motivation!
WIGGLE YOUR FRUSTRATION INTO MOTIVATION Frustration shows up when we’re angry or disappointed about something. It helps us accept a loss or a change and creatively overcome an obstacle. Here’s how you can channel your Frustration into Motivation: 1. Do some of the wiggles from the Frustrated Wiggle Jar to move the stress out of your body. 2. Once you’re feeling calmer, take a deep breath. 3. Then ask yourself, “What am I frustrated about? What did I want or hope for that didn’t happen? Was there anything I was looking forward to that changed or was much harder than I thought?” 4. Normally frustration shows up when an obstacle appears. At first we will try to fight against the obstacle and might even get mad or sad. But you can use your frustration to pivot into a new path. All you have to do is add your creativity. How can you look at this differently? Is there any way to get to the same goal using a different path? What’s still working that you can be grateful for?
FEELING EMBARRASSED? Sometimes we make mistakes while people are watching and we feel embarrassed. You can turn your Embarrassment into Resilience by performing physical activities from the Wiggle Jar! Let’s practice. Perform each activity for up to 30 seconds. When finished, mark this event complete on your scorecard. Perform all activities for up to 30 seconds with 15 seconds of rest in between each activity. 1. Give yourself a BIG HUG and say…”Everyone makes mistakes sometimes. I will be okay. I made a mistake but I am not my mistake.” 2. Reach your hands high up over your head to make a Y shape with your arms 4 times. 3. Roll your shoulders up, back, and down 12 times. 4. Put your hands on your heart and say, “It’s okay.” 5. And then to finish, take 3 deep, slow breaths. Get 30-Second Interval Music on Apple Music or Spotify. Congratulations! You’ve started the process of turning your Embarrassment into Resilience!
WIGGLE YOUR EMBARRASSMENT INTO RESILIENCE Embarrassment shows up when we’re feeling like we’re not enough and don’t belong. It helps us learn how to accept ourselves, bounce back from disappointment, and be kind to others who might be feeling this too. Here’s how you can channel your Embarrassment into Resilience: 1. Do some of the wiggles from the Embarrassment Wiggle Jar to move the stress out of your body. 2. Take a deep breath and let it out slowly. 3. Then ask yourself, “What am I embarrassed about? Did I make a mistake or do something wrong? Am I afraid that I will be rejected by my friends and family?” 4. Even though you might have made a mistake, YOU are not a mistake. Mistakes are part of learning. Use your embarrassment to recognize where you need to repair a relationship, fix a mistake, or learn how to do something new. The strongest people are the ones who know how to admit to their mistakes and to apologize if needed. When you give yourself permission to fail, you accept yourself fully and give yourself a place to belong.
To learn more about all of your Emotion Friends, check out Look for the Good Project’s Family Workbook. lookforthegoodproject.org
Ninja River Jump The Goal: To score as many points as possible in 10 jump attempts. What You Need: 3 pieces of paper How To Play: ● Lay 3 pieces of paper end-to-end to form a line. Stand at one end so that the line of papers is next to you and not directly in front of you. ● Jump forward as far as you can next to the line of papers. ● Do not attempt to jump over or on top of the paper as this could be unsafe. ● When you jump you must land on two feet and maintain your balance. ● Jump past one sheet of paper, you score 1 point; Jump past two sheets of paper, you score 2 points; Jump past all three sheets, you score 3 points! ● Continue for 10 jump attempts, record and total your scores!
Ninja Moves The Goal: To complete a sequence of ninja moves as fast as possible. What You Need: 2 cones (spots or markers), Stopwatch or Timer How To Play: ● Place cones 5 paces apart. Stand at one cone in a ready position. ● On the start signal, complete the Ninja Moves listed below from one cone to the other. After each movement down and back, move on to the next move. How quickly can you get through the entire list of moves? ★ Bear Crawl ★ Jump Forward ★ Crab Walk ★ Jump Backwards ★ Hop on Right Foot ★ Slide Right ★ Hop on Left Foot ★ Slide Left
Ninja Rescue The Goal: Rescue all 5 cups and return them to safety to score points. What You Need: 2 spots (or markers), 5 Cups, 2 cones (or chairs), 1 Noodle (or broomstick) How To Play: ● Place spots 10 paces apart. On the far spot, set 5 cups in a stack. ● Halfway between the spots, balance a noodle across the top of two low cones to create a safe hurdle obstacle. ● Students start on the near spot. This spot represents safety. ● On the start signal, students run, leap over the noodle obstacle, and collect one cup from the far end. On the return, crawl under the noodle obstacle. ● Score 5 points for each cup saved on a clean run. A point is lost if the noodle is knocked down or if there are safety violations assigned by teacher. ● Add your total score after all 5 cups are rescued!
Ninja Landing The Goal: Score as many points as possible in 1 minute by jumping with soft landings as many times as you can in 1 minute. What You Need: 2 spots, 1 Noodle How To Play: ● Place spots a small step apart. (Spots can be drawn with chalk on a sidewalk or safe driveway). Lay the noodle in the middle of the 2 spots. ● Stand in a ready position on either spot. Remind yourself to always land safely and softly by bending your knees. ● Complete each level below by jumping over the noodle from spot-to-spot. ■ Level 1: Jump Forward (2-foot landings) ■ Level 2: Jump Side-to-Side (2-foot landings) ■ Level 3: Jump with a half-turn (2-foot landings) ■ Level 4: Tuck Jump (2-foot landings)
LOCOMOTOR RELAY The Goal: To travel around the relay loop as fast as you can using different locomotor skills. What You Need: Cones to set up a relay loop with an exchange area and a start/stop line. How To Play: ● Teams of 2 with 2-4 teams racing at one time. ● There are 3 rounds of relays. Round 1: Skip, Round 2: Jump, Round 3: Gallop. ● On the start signal, partner 1 will travel around the loop using the correct locomotor skill. When partner 1 enters the exchange area they will yell. “GO!” ● Partner 2 will then begin to travel around the loop. ● Each team is done when partner 2 travels the loop and crosses the finish line.
LONG JUMP RELAY The Goal: Move from the start to finish using 2-foot jumps. Teammates take turns jumping. What You Need: Cones to create start and finish lines. How To Play: ● Create teams of 2-4 jumpers. All jumpers start behind the starting line. ● On the start signal, the first jumper performs a 2-foot jump as far as they can. ● As soon as they land, the next play runs up to the landing spot and performs a 2-foot jump to continue the team forward. ● Then, the next player moves up and jumps to continue forward. This continues with all jumpers taking turns until one teammate crosses the finish line.
CRAB WALK RELAY The Goal: Move from the start to finish by crab-walking with teammates. What You Need: Cones to create start and finish lines. How To Play: ● Create teams of 2-4 crab-walkers. Walkers form a line with everyone in crab-walk position, in head-to-toe formation from front to back. ● On the start signal, the first crab-walker (closest to start line) moves down the line to the front (toward the finish line). ● As soon as they reach the front, the next crab-walker can begin moving to the front of the line. ● This continues until one crab-walker crosses the finish line.
OVER/UNDER RELAY The Goal: Move from the start to finish by passing an invisible ball over and under with teammates, and then running to the front of the line. What You Need: Cones to create start and finish lines. How To Play: ● Create teams of 3-4 racers. Racers form a line with everyone 6-feet apart, feet shoulder-width apart, facing the starting line (back to the finish line). ● On the start signal, Racer 1 passes the invisible ball over head to Racer 2 (OVER). As soon as the ball is passed, Racer 1 runs to the front (toward the finish line). ● Racer 2 now passes the invisible ball to Racer 3 by hiking it between their legs (UNDER). After the pass, Racer 2 quickly runs to the front of the line. ● Racer 3 continues with an OVERhead pass and the pattern continues until one racer crosses the finish line.
V-SIT RELAY The Goal: Move from the start to finish by passing an invisible ball over and under with teammates, and then running to the front of the line. What You Need: Cones to create start and finish lines. How To Play: ● Create teams of 3-4 racers. Racers form a line with everyone 6-feet apart, sitting side-by-side with feet 3”-6” above the ground. ● On the start signal, Racer 1 passes the invisible ball from one side of their body to the other, reaching out to Racer 2. As soon as the ball is passed, Racer 1 gets up and runs to the front (toward the finish line) and then sits in V-Sit position. ● Racer 2 now passes the invisible ball to Racer 3 with the same motion. After the pass, Racer 2 quickly runs to the front of the line and then sits in V-Sit position. ● Racer 3 continues and the pattern continues until one racer crosses the finish line.
LEG PASS RELAY The Goal: Move from the start to finish by passing an invisible ball from feet, to hands, to teammate’s feet. What You Need: Cones to create start and finish lines. How To Play: ● Create teams of 3-4 racers. Racers form a line with everyone lying on their backs, lets and arms stretches out straight. ● On the start signal, Racer 1 moves invisible ball from between their feet, up to their hands, and then reaching back to Racer 2’s feet. As soon as the ball is passed, Racer 1 runs to the front (toward the finish line) and then lies back down. ● Racer 2 now passes the invisible ball to Racer 3 with the same motion. After the pass, Racer 2 quickly runs to the front of the line and then lies back down. ● Racer 3 continues and the pattern continues until one racer crosses the finish line.
Our Spikeball National Field Day Challenges are adapted from Spikeball’s FREE 10-day PE curriculum. [Download it Here] Tips from our friends at Spikeball ● Athletic position ● Hand facing up toward sky/ceiling ● Keep your hand flat ● Keep your hand soft ● Keep your eye on the ball Common modifications to make activities easier... ● Catch the ball before passing ● Use a bigger/lighter ball ● Throw the ball instead of passing ● Use a bigger Spikeball™ Set or target ● Let the ball bounce once per touch ● More than 3 or unlimited touches Learn more at Spikeball.com
Passing (Individual Challenges) The Goal: What You Need: How many self-passes can you make A Spikeball™ or another ball that you in a row? can pass and strike like a Spikeball™ How To Play: ● Level 1 - Use only underhand passes ● Level 2 - Use only overhand passes ● Level 3 - Use both overhand and underhand passes ● Level 4 - Use only underhand passes and your non-dominant hand ● Level 5 - Use either overhand and underhand passes while alternating hands ● Level 6 - Use both overhand and underhand passes while jogging ● Level 7 - Use only overhand passes and your non-dominant hand
Passing (Partner Challenges) The Goal: What You Need: How many partner passes can you A Spikeball™ or another ball that you make in a row? can pass and strike like a Spikeball™ How To Play: ● Level 1 - Use both overhand and underhand passes ● Level 2 - Use only underhand passes ● Level 3 - Use only overhand passes ● Level 4 - Use any pass to pass to yourself before passing to your partner ● Level 5 - Use only underhand passes and your non-dominant hand ● Level 6 - Partner A uses underhand passes, Partner B uses overhand passes ● Level 7 - Same as level 6, but Partner A and Partner B switch roles
Hitting to the Net (Individual Challenges) The Goal: What You Need: Complete as many levels as you can. A Spikeball™ (or similar ball) and Silver Medal = 3 hits in a row on target Spikeball™ Net (or hula hoop) Gold Medal = 5 hits in a row on target How To Play: ● Level 1 - Stand next to the net. Self-toss and hit the ball onto the net ● Level 2 - Stand 1’ from the net. Self-toss and hit the ball onto the net ● Level 3 - Stand 3’ from the net. Self-toss and hit the ball onto the net ● Level 4 - Stand 5’ from the net. Self-toss and hit the ball onto the net ● Level 5 - Stand 5’ from the net. Self-toss the ball towards the net and hit while moving ● Level 6 - Stand 1’ from the net. Self-toss and hit onto the net using non-dominant hand ● Level 7 - Stand 3’ from the net. Self-toss and hit onto the net using non-dominant hand ● Level 8 - Stand 5’ from the net. Self-toss and hit onto the net using non-dominant hand ● Level 9 - 5’ from the net. Self-toss towards the net. Hit while moving w/non-dominant hand
Hitting to the Net (Partner Challenges) The Goal: What You Need: Complete as many levels as you can. A Spikeball™ (or similar ball) and Silver Medal = 3 hits in a row on target Spikeball™ Net (or hula hoop) Gold Medal = 5 hits in a row on target How To Play: ● Level 1 - Stand next to the net. Partner tosses and you hit a drop shot onto the net. ● Level 2 - Stand next to the net. Partner tosses and you hit a power shot onto the net. ● Level 3 - Stand next to the net. Partner tosses and you hit alternating shots onto the net. ● Level 4 - Stand next to the net. Partner tosses. You hit onto the net using non-dominant hand. ● Level 5 - Stand next to the net. Partner tosses. You hit onto the net making your partner move 1-2 feet in any direction, using any shot so that your partner can catch the ball.
Serving to the Net (Individual Challenges) The Goal: What You Need: Complete as many levels as you can. A Spikeball™ (or similar ball) and Silver Medal = 3 hits in a row on target Spikeball™ Net (or hula hoop) Gold Medal = 5 hits in a row on target How To Play: ● Level 1 - Stand 3’ from net, self-toss and serve onto the net using a standard serve ● Level 2 - Stand 3’ from the net, self-toss and serve onto the net with a Fwango serve ● Level 3 - Stand 3’ from the net, self-toss and serve onto the net using a sidestep serve ● Level 4 - Stand 3’ from the net, self-toss and serve onto the net using a dropshot serve ● Level 5 - Stand 3’ from the net, self-toss and serve using your non-dominant hand ● Level 6 - Stand 6’ from the net, self-toss and serve using a standard serve ● Level 7 - Stand 6’ from the net, self-toss and serve using a Fwango style serve ● Level 8 - Stand 6’ from the net, self-toss and serve using a sidestep style serve ● Level 9 - Stand 6’ from the net, self-toss and serve using a dropshot style serve ● Level 10 - Stand 6’ feet from the net, self-toss and serve using your non-dominant hand
STRENGTH CHALLENGE The Goal: Perform 1 minute of a strength exercise to become physically and mentally strong. Being strong means you can be positive during hard times, and stand up for others when they need it the most What You Need: St. Jude Heroes Jr. video (link here), a safe place to move and be active How To Play: ● Watch the St. Jude Heroes Jr. video and hear Mason’s story. ● Choose 1 of 3 strength exercises (Push-Ups, Power Squats, or Crab Walk). ● Perform your exercise while you follow along to the 1-minute timer in the video. ● When finished, Mark the St. Jude Strength Challenge complete on your scorecard.
AGILITY CHALLENGE The Goal: Perform 1 minute of an agility exercise to help you learn how to think on your feet, be able to adapt to new situations, and be flexible with change. What You Need: St. Jude Heroes Jr. video (link here), a safe place to move and be active How To Play: ● Watch the St. Jude Heroes Jr. video and hear Gayatri’s story. ● Choose 1 of 3 agility exercises (Jumping Jacks, Frog Jumps, or Fast Feet). ● Perform your exercise while you follow along to the 1-minute timer in the video. ● When you’re finished, Mark the St. Jude Agility Challenge complete on your scorecard.
WILLPOWER CHALLENGE The Goal: Perform 1 minute of a willpower exercise to help you focus on what you want and then work hard to make it happen. What You Need: St. Jude Heroes Jr. video (link here), a safe place to move and be active How To Play: ● Watch the St. Jude Heroes Jr. video and hear Mack’s story. ● Choose 1 of 3 will power exercises (Run/Walk, Balance, or Hero Planks). ● Perform your exercise while you follow along to the 1-minute timer in the video. ● When you’re finished, Mark the St. Jude Willpower Challenge complete on your scorecard.
KINDNESS CHALLENGE The Goal: Perform 1 minute of a kindness exercise to remind you to help others, show respect, and live generously. What You Need: St. Jude Heroes Jr. video (link here), a safe place to move and be active How To Play: ● Watch the St. Jude Heroes Jr. video and hear Jordyn’s story. ● Choose 1 of 3 kindness exercises (Paired Sit-Ups, Relay, or Leapfrog). ● Perform your exercise while you follow along to the 1-minute timer in the video. ● When you’re finished, mark the St. Jude Kindness Challenge complete on your scorecard.
BRAVERY CHALLENGE The Goal: Perform 1 minute of a bravery exercise to remind you to always do your best, even when you’re nervous or afraid. What You Need: St. Jude Heroes Jr. video (link here), a safe place to move and be active How To Play: ● Watch the St. Jude Heroes Jr. video and hear Kariann’s story. ● Choose your favorite exercise from any St. Jude Heroes Challenge. The options are: Push-Ups, Power Squats, Crab Walk, Jumping Jacks, Frog Jumps, Fast Feet, Run/Walk, Balance, Hero Planks, Paired Sit-Ups, Relay, or Leapfrog. ● Perform your exercise while following along to the 1-minute timer in the video. ● When finished, mark the St. Jude Bravery Challenge complete on your scorecard.
KEEP IT UP The Goal: Strike or toss objects up as many times as possible. Beat your best score or the clock! What You Need: 1–3 Lightweight objects (balloons, plastic bags, Scarves, or punch balls) How To Play: UDL Mods: ● Clear a 10’ indoor or outdoor space. Start with 1, 2 or ● Create a learning environment 3 lightweight objects. based on individual ● Modify as needed based on individual needs. needs/abilities ● Don’t let the object(s) hit the floor. If it does, pick the ● Suspend a balloon on a string object(s) up and keep going. ● Place objects on tray or table ● On the start signal, strike objects upward. Count how top many hits you can score. ● Use fan/blower to manipulate ● If using multiple objects, alternate striking each object. objects Don’t strike the same object twice in a row.
KEEP IT UP Picture Communication Symbols® courtesy of Boardmaker 7.
SCAVENGER HUNT The Goal: Find as many items listed on the worksheet as possible. What You Need: Printed Copy of Scavenger Hunt Worksheet (modify based on students’ needs/abilities) How To Play: UDL Mods: ● The items you have to find are things lying around ● Adapt visuals on scavenger your house, yard, or in a designated area. hunt worksheet to match ● On the start signal, search around your designated student needs / device. space and collect/mark the items that fit the ● Designated colors, shapes, description on the worksheet. toys can be varied. ● How quickly can you find all items on the worksheet?
SCAVENGER HUNT Picture Communication Symbols® courtesy of Boardmaker 7.
SPOON RELAY The Goal: Work with a partner to get all 5 objects to the finish line. What You Need: 1 Carrying Implement, 1-5 Small Objects to Balance, Spot Markers for Start/End points How To Play: UDL Mods: ● Create start and end points using spot markers. ● Use implements that meet ● Get ready with 1 object balanced on the implement. student needs (like a spoon, ● On the start signal, carefully move from start to end short-handled racquet, tray, with 1 object. basket, or student hands. ● Drop off the object at the end point, return to start, and ● Use objects that meet student retrieve the next object. needs (ball, marble, bean bag, ● If you drop an object, stop, place it back on the etc.) implement and continue the relay. ● Shorten/lengthen travel distance as needed.
SPOON RELAY Picture Communication Symbols® courtesy of Boardmaker 7.
WIND BOWLING The Goal: Knock all the cups off a table with a manipulative chosen to meet student ability needs. What You Need: 10 Plastic Cups, 1 Object to Create Wind (paper plate, paddle, hair blower, or fan) How To Play: UDL Mods: ● Set 10 empty cups, single file, at the edge of a table. ● Adjust the number of cups ● On the start signal, fan the plate or paddle aiming the (more or less) to challenge wind toward the empty plastic cups. and meet student abilities. ● Wave the paper plate like a fan with the wind hitting ● Allow students to knock the the cups, or aim a hair blower to meet student ability. cups off reaching with a hand ● Score a point for every cup that gets knocked off the or safe implement. table in the time designated to meet individual needs ● Student who makes at least 3 attempts to complete this event can mark it complete on the scorecard.
WIND BOWLING Picture Communication Symbols® courtesy of Boardmaker 7.
BOWL BALL The Goal: To score as many points as you can in a set time by tossing the ball into the bowls. What You Need: 6 Large Bowls (or targets of your choice), 1 Sock Ball (or tossable object of your choice) How To Play: UDL Mods: ● Set bowls on the floor in a triangle 3”- 4” apart. ● Use hula hoops, jump rope or ● Mark the point total for each bowl with paper or tape in taped circles in place of bowls. the bottom of each bowl. Mark a tossing line 6’-8’ away ● Use a light ball inside a sock, Hint: Big bowls are easier than small bowls! scarf or grocery bag. ● On the start signal, begin tossing. After each toss, ● Adapt shape, size, placement retrieve the sock and hustle back to toss again. of targets as needed. ● If the sock lands in a bowl, or crosses target area ● Use multiple tossing objects to (based on needs), tally points with pen and paper. prevent retrieval after a throw. ● On the stop signal, calculate your score. If you make at ● Allow students to throw, push, least 3 attempts to improve your score, mark the event transfer or drop objects. complete on the scorecard.
BOWL BALL Picture Communication Symbols® courtesy of Boardmaker 7.
FLIP YOUR LID The Goal: The object is to flip your plastic lid upside down as many times as you can in a set time. What You Need: 1 Kitchen Spatula, 1 Plastic Lid (from a jar or plastic container) How To Play: UDL Mods: ● Place the lid facing up on a table or on the floor. Get ● Change the spatula for a short your spatula ready! handled paddle, kitchen strainer ● On the start signal, slide your spatula under the lid with handle, small sand shovel, and try to flip it into the air so that it lands upside or allow students to use hands. down. ● Change the lid for a spot marker ● Earn a point for each successful flip. Total your points. or flying disc. ● Quickly reset the lid after each flip. ● Place lid on spatula for students ● If you make at least 3 attempts to improve your score, before each flip. mark the event complete on the scorecard. ● Use stomp/smash pad to launch lid.
FLIP YOUR LID Picture Communication Symbols® courtesy of Boardmaker 7.
FAN-A-WAR The Goal: Keep the object on your opponent’s side of the centerline until you hear the stop signal. What You Need: 1 Paper Plate (cardboard, folder, or paddle) per player, Centerline (tape, string, or chalk), 1 ping pong ball (or other lightweight object) How To Play: UDL Mods: ● Set a timer for 1 minute. On the start signal the timer ● Use pool noodle to push the ball begins. (or other object - like a cup) ● Start fanning/moving the object toward your ● Change rules to meet needs opponent’s side of the center line and away from your (e.g. Place the object on a side. Score 5 points at the end of the 1-minute round if student tray/table). the object is on your opponent’s side. ● Student pushes cup across line ● Play 3 or 5 rounds. All players participating can mark and then back as many times as this event complete on the scorecard. possible in designated time.
FAN-A-WAR Picture Communication Symbols® courtesy of Boardmaker 7.
SOCK-ER SKEE-BALL The Goal: Score as many points as possible in 10 attempts by kicking sock balls into skee-ball targets. What You Need: Rolled Socks as Sock-balls, 3 Targets (large, medium, small – e.g. laundry baskets, bucket, large coffee can) stacked in Skee-ball Formation (on sides with opening facing players) How To Play: UDL Mods: ● Start kicking sock balls into the targets. ● Use targets of various sizes to ● Score 1 point for every sock in the large target, 5 match students’ needs. points for the medium target, 10 points for the small ● Rather than kicking, students target. can place, throw, roll, toss, ● You get 10 chances to score as many points as drop, or push balls into the possible. containers. ● If you complete all 10 attempts, mark the event complete on the scorecard.
SOCK-ER SKEE-BALL Picture Communication Symbols® courtesy of Boardmaker 7.
WATER BOTTLE TRAP The Goal: Score as many points as possible in 1 minute (or another designated time).. What You Need: 1 Empty Water Bottle (or bucket), 1 Laundry Basket (or large container), 1 Sock/Tennis Ball How To Play: UDL Mods: ● Lean the edge of a laundry basket on top of an empty ● Students can kick or push the water bottle. Mark a rolling line 8’-10’ away (the open ball instead of rolling. side of the basket should face you). ● Attach a string to the bottle or ● Roll ball at the water bottle. To score the ball must hit bucket and have the student the bottle. (Rolls that hit the basket first don’t count!) pull the string until the bottle ● Score 1 point = basket falls and traps ball only tips and basket falls off. ● Score 2 points = basket falls and traps bottle only ● Score 3 points = basket falls and traps both!
WATER BOTTLE TRAP Picture Communication Symbols® courtesy of Boardmaker 7.
PENGUIN RACE The Goal: Score as many points as possible in 1 minute (or another designated time) by walking like a penguin and flipping over the cups. What You Need: 1 Sock or Tennis Ball and 2 Plastic Cups per Player. How To Play: UDL Mods: ● Race the clock or another penguin. ● Place the egg on any body ● Place and hold the egg (ball) between your knees. part and move from one cup to ● On the start signal, waddle back and forth from one the other. cup to the other. When you reach the cup, turn it over. ● Place cups on higher surface. ● Score 1 point every time that you flip a cup. ● If you drop the egg, do 5 jumping jacks (or other exercise) before continuing. ● Partner-Race-Challenge! Be the first to turn 6 cups.
PENGUIN RACE Picture Communication Symbols® courtesy of Boardmaker 7.
BACKBOARD BANK IT The Goal: Score as many points as possible in 1 minute (or another designated time) by tossing sock balls off of the wall and into the basket. What You Need: 5 Sock Balls (paper or foam ball or any soft ball available), Laundry Basket or Bucket, Wall How To Play: UDL Mods: ● Place a basket or bucket against a wall. Mark a ● Allow students to choose a distance 5’-10’ from the basket. ball based on preference/skill. ● On the start signal start tossing the sock balls into the ● Modify the distance between basket. You MUST bounce the ball off of the wall for the tossing spot and the the point to be counted. basket to increase success. ● Score 1 point for every sock that is banked into the ● Allow all baskets to count as a basket. point, even those not banked.
BACKBOARD BANK IT Picture Communication Symbols® courtesy of Boardmaker 7.
PAPER PLANE CORN HOLE The Goal: Score as many points as possible in 1 minute (or another designated time) by throwing your paper object (like a plane) into the target (bucket or hoop). What You Need: 3 Sheets of Paper per Player, a Target (bucket, hoop, laundry basket) How To Play: UDL Mods: ● Place a basket or bucket against a wall. Mark a ● Paper planes and paper balls distance 5’-15’ from the basket. Create paper objects. are both example of paper ● On the start signal, toss paper objects to the target. objects to be thrown. You can ● When all 3 objects have been tossed, hurry to collect also use beanbags to promote them and then keep tossing until time runs out. success. ● Score 1 point for every object that hits the outside of ● Modify the distance between the target, and 2 points for every object that lands the tossing spot and the target inside the target. to increase success.
PAPER PLANE CORN HOLE Picture Communication Symbols® courtesy of Boardmaker 7.
TENNIS SHOE TOWER The Goal: Build a shoe tower as high as you can with the shoes collected from the pile. What You Need: 5-15 Shoes per Player, 1 Spot Marker per Player to Create a Home Base (e.g., paper plates) How To Play: UDL Mods: ● Create a shoe pile with all of the collected shoes at ● Pile and/or build with shoes on one side of the activity area. Place home base spots a higher surface. equal distance from the pile. ● Use flat shoes (e.g. flip flops) ● On the start signal, move and take 1 shoe from the ● Use stuffed toys in place of pile. Then, return to home base and begin building. shoes. Move back and forth, collecting and building. ● Use blocks or some other ● If the tower falls, that’s okay, rebuild and keep going. easily stackable objects. ● When the shoes are gone, count and score 1 point for every shoe in the tower.
TENNIS SHOE TOWER Picture Communication Symbols® courtesy of Boardmaker 7.
MILK JUG RELAY The Goal: Move the objects (i.e. milk jugs) back and forth as many times as you can in 1 minute (or another designated time). What You Need: 2 1-Gallon Milk Jugs per Player, Spot Markers to Mark Start/Finish Lines, Timer How To Play: UDL Mods: ● Create start and end lines using spot markers. Lines ● Use a variety of objects and can be 15-30 steps apart, or 10 pushes if you use a allow students to choose (e.g., wheelchair. soup cans, water bottles, ● Fill 2 1-gallon jugs with water (¼, ½, or full) and place grocery bags with objects at the start line. inside.) ● On the signal, carry the object (or objects) across the ● Carry objects in your lap if room and back as many times as you can. you’re pushing your ● Score 1 point for each full length traveled in 1 minute. wheelchair.
MILK JUG RELAY Picture Communication Symbols® courtesy of Boardmaker 7.
LOOK FOR THE GOOD The Goal: Score points by finding 4 objects in your house (1 at a time) that fit in the Look for the Good category of your choice. What You Need: Spot Marker to Mark a Home Base How To Play: UDL Mods: ● Choose a Look for the Good category from the ● Provide each player with the following list: 4 of your favorite objects; 4 objects that names of the actual objects (L, match your favorite color; 4 objects that start with F, T, G) to be found. L,F,T,G Look For The Good. ● Plan ahead and create visual ● On the start signal, move through your house and find pictures of the objects that the first object in the Look for the Good category. students can search and find. ● Bring the object back to Home Base and then go find ● Choose 4 objects that make the second object. different sounds. Students ● Continue until all 4 objects are back at Home Base. search for the sounds.
LOOK FOR THE GOOD Picture Communication Symbols® courtesy of Boardmaker 7.
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