Rock-Paper-Scissors · Rock-Paper-Scissors Equipment: Posters with diagrams of which move beats the other Learning: This activity is a Conflict Resolution Strategy.
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2011 NASPE National Elementary Teacher of the Year
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www.YouTube.com/noodlegames
Rock-Paper-Scissors
Equipment: Posters with diagrams of which move beats the other
Learning: This activity is a Conflict Resolution Strategy. The teacher will take great care in explaining how to play
the game and how it can be used in real life scenarios to settle a dispute.
Activity: ROUND 1 - The teacher will review the basic concepts of the game “Rock, Paper, and Scissors”. Prior to starting, the students will practice the starting pattern with the teacher 1-2-3-GO! The students will quickly find partners and will then practice. When there is a winner, the partners will find a new player and each partner will collect two points. The objective is to play as many people as possible before time is up. This will continue for about 1-2 minutes. ROUND 2 – When playing this round, all of the students must move their feet while playing (thus increasing their activity level). Students can march, jog, or do side to side taps while they play with their opponent. ROUND 3 – Winning earns bonus points. The winner of the round earns more points each time (i.e. – winner gets 4 points, non-winner gets 1 point).
Additional Versions of R-P-S:
Olympic R-P-S - The students will play until there is a winner. The winner will move up a level while the other player moves down a level. The activity continues as above with the following exceptions;
a. No one may go lower than Bronze b. Players in Silver will either move up to Gold with a win or back to Bronze with a loss. c. Players who win on Gold earn a Gold medal and can try again with another player for more. If they
lose they must go down to Silver to try and get back into the Gold medal round. **The object is to collect as many Gold medal points as possible before time expires. Push-up or Crab R-P-S – Students must get into a push-up plank position or crab position with his/her partner before beginning a game. The students will balance in the plank or crab position with one hand on the floor and the other hand in the air. They will shake their fists three times and on the fourth shake show their symbol. After each game, the players must alternate hands in an effort to strengthen both sides of the body. When there is a winner, the partners will split and find new partners. R-P-S Crunches – Students will find a partner and have a seat facing each other. While counting 1-2-3, the pair will do a crunch. On the number 4, the students will curl-up and show their sign. When there is a winner, the students will find new partners and continue the activity. PACER R-P-S – Students will begin on one side of the gym (at a PACER line) with a partner. When the game begins, the partners will play R-P-S. If a player wins or ties, he/she will run to the other PACER line and find a new partner. If the player loses, he/she will find a new partner at the same line. How many laps can your students complete in two minutes? African Jumping Game – Students must jump three times with feet together then show the symbol for Rock, Paper, or Scissors using their feet on the fourth jump. Paper = feet apart (side to side)/ Scissors = feet apart (one in front one in back)/ Rock = feet together. Astronaut, Gorilla, Ninja – Students must jump three times with feet together then show the symbol Astronaut, Gorilla, or Ninja by acting them out as described; Astronaut = elbows bent in front of belly with hands and fingers pointing toward the opponent, the astronaut says “ZAP!”, Gorilla = hands under arms while saying “OOOOOO”, Ninja = strike a karate pose and say “HIIIYAA”. Astronaut zaps Gorilla, Gorilla eats Ninja, Ninja kicks laser out of Astronauts hand. 4-Corner or R-P-S Laps – Students start at one of four corners and attempts to complete as many laps as possible before the time expires. To advance to the next corner, students must play another student and win or tie. If the pair ties, they may advance but they may not play against each other at the next corner. Add fitness activities while the students are doing laps by placing a fitness task card in each hoop that marks a corner. When a student arrives at a new corner, the move inside the boundaries and complete the fitness task first then they may find a new partner to play R-P-S. Use the same concept to build sport-related skills by placing a skill task card in each hoop with some equipment (i.e. – place several basketballs in the hoop and a cross-over dribble task card).
Float and Switch (from Carol Visotsky) Equipment: One plastic bag per pair of students Skills: Throwing, Tracking, Catching, Teamwork Organization: Students are lined up across from each other. Activity: One student tosses the bag into the air and then the partners switch places. The goal is to catch the bag before it touches the ground. If they switch and catch the bag successfully twice in a row, they can take one step back and try it from a longer distance. Adaptations/Tips: 1) Remind students that they should not be diving or sliding to get to the bag. Make a rule that if they are not on their feet when they catch the bag, it does not count as a successful catch 2) Let every student have a bag so that both partners toss a bag and then switch positions to catch the other bag 3) Raise the number of successful catches required before they can move back 4) Have students start in a plank position on the floor. Using one hand, toss the bag in the air then try to catch the other
bag before it falls to the floor
5) Incorporate sport skills during the activity (i.e. – basketball lateral speed drill, volleyball three step approach, football
three point stance, basketball rebound, etc.)
Bag Juggling (Soccer) Equipment: One plastic bag per pair of students Skills: Soccer Juggling, Hand/Eye/Foot Coordination Organization: Students find an open space. Activity: Students will ball up a plastic bag. Starting by holding it about chest high, the student will drop the bag and try to juggle it as many times as possible with his/her knee (top of thigh) or feet. Students can count continuous touches and try to beat his/her best score. To add cardio, students must travel to a new space across the gym after each attempt to juggle (it is important not to interfere with others when traveling). Adaptations/Tips: 1) This is a great warm-up activity for students prior to a soccer lesson. 2) Teachers can use this activity as a homework assignment for students. Bag Timer Equipment: One plastic bag per pair of students Skills: Fitness, Speed, Agility Organization: Students find an open space. Activity: Students will practice floating the bags up into the air. The teacher will give the students a fitness activity (i.e. – cross crawls, high knees, burpees, crab kicks, etc.) to try while the bag is in the air. The students will try to complete as many repetitions as possible before the bag touches the floor. The students will play as many rounds trying to get the highest number of reps possible. Adaptations/Tips: 1) This is a great warm-up activity for students. 2) Teachers can use this activity as a homework assignment for students. 3) The teacher can mix up the fitness activities to target areas of weakness based on fitness tests.
PLASTIC CUP ACTIVITIES
Lava Lamp or Hour Glass Challenge (AKA Builders and Bulldozers)
Equipment: A large collection of cups (i.e. - Solo cups)
Partners work together to complete the task of catching their partner’s noodle after it is hit and before it hits the floor.
Partners will stand noodle to noodle for the starting distance. The ready position for a rocket launch is as follows; 1) hold
the noodle in the non-dominant hand about two inches from the bottom, 2) the rocket should be aimed at about a 45
degree angle toward his/her partner, 3) the dominant hand should be flat and the hand should be behind the waist in
preparation for the hit. When the partner without the rocket is ready (eyes up, hands up at chest level), the rocket can be
launched by striking the bottom of the noodle with the palm of the hand. The partners will take turns launching the rocket
back and forth and attempting to catch it. To add some challenge, each student can hold a rocket and try to launch them
at the same time and catch them.
LEANING TOWER OF NOODLES
Partners work together to complete the task of catching their partner’s noodle before it falls to the floor. Partners will start
noodle end to noodle end and then place their noodles on the floor next to a foot. When the partners count to 3 and say
“Go!”, they will attempt to release their noodle and catch their partner’s noodle before it touches the floor. Both students
must catch them before they fall in order for the task to be completed. For safety, students may not dive or slide.
NOODLE TAG – (“Ankle Biter”)
Each player plays against the others (no friends in this game). Each player attempts to get other players out by tagging
them below the knee. Players who are out must earn their way back into the game by doing a physical activity (push-ups,
curl-ups, etc.).
HORNET TAG
The hornets try to tag others with their stinger (a demi-noodle). If a hornet tags someone, they must drop the stinger.
Someone else may then become the next hornet. If tagged, the person must leave the playing area and do a fitness
activity to get back into the game (push-ups, jumping jacks, curl-ups, etc.).
NOODLE HOCKEY
Each player will have a hockey stick (demi-noodle) and a hockey puck (noodlette). Students will practice moving their
puck around the playing area while developing their hand/eye coordination and aerobic endurance. Place polyspots or
cones on the floor as goals and allow students to score points while they move their pucks. Remind students of the
proper way to hold a hockey stick and to keep their knees bent while moving to keep from injuring their back muscles.
NOODLE BASEBALL
This is always a class favorite. Each student will need a noodle bat (demi-noodle) and a noodle baseball (noodlette).
Each student will need to find an open space for the activity. While in their open space, they will toss the baseball up in
the air and attempt to hit it with their bat as it falls to the ground. Students may hit their balls in any direction. Once the
ball is away from the hitter, the student will place their bat on the floor and carefully go and collect the ball then return to
home before swinging again.
Omnikin Activities
Score in 5 Hoops – The teacher will position 6 hoops on the ground. Each team will have a ball that matches their hoop color. In each hoop will be placed 5 flags or pieces of paper that match the hoop color. Each team will attempt to pass the ball from hoop to hoop and collect a flag or piece of paper. To collect a flag or piece of paper, a person from the team must have their foot inside the hoop and catch the ball. No player may move their feet while in possession of the ball. The ball must be passed to each player on the team before a flag or piece of paper can be collected. The first team to collect all 5 flags or pieces of paper and return to their hoop wins the round. If the ball touches the floor, everyone from the team must return to their starting hoop before continuing the activity. ADAPTATION – For more of a challenge, the teams can play against a goalie. The goalies may not stand over their own hoop. If a team scores a point (meaning they get a flag or piece of paper), the goalie stands over top of the hoop until the flag or piece of paper has been handed out. Five Passes – There are two different teams for this activity. The objective for the game is to complete five passes in a row without dropping the ball or having it intercepted. If successful, the team will earn points designated by the teacher. If the ball is dropped or intercepted, the opposing team will then attempt to complete the task. The game is timed for 5 minutes. The team with the most points at the conclusion of 5 minutes is the winner.
Outbreak – There are two teams for this activity. Each team will have their own color ball. One team will be designated the “antibiotic”, the other the “virus”. The objective of the game is for the “antibiotic” team to touch their ball on the “virus” ball. No player from either team in possession of the ball may move their feet while in possession of the ball. The balls must be passed among teammates to accomplish the task. Each team will have 1 minute to complete the task. If the “antibiotic” ball touches the “virus” ball before the time is up, the “antibiotic” team will earn a point and the roles will reverse. If a minute is over and the “antibiotic” were not able to complete the task, the round is over, not points are awarded and the teams reverse roles. ADAPTATION – If the “virus” team is doing a good job blocking the ball with their bodies, then the rules can be changed so that if the “antibiotic” ball touches the “virus” ball or a person holding the “virus” ball then the objective is complete. OR Start a 3 second rule, player with the ball only has three seconds to make a pass. This keeps the game moving and takes the body out of play. Hot and Cold Tag – There are six colored balls for this activity. The colors blue, green, and purple are designated as the “cold” colors. The colors red, yellow, and orange are designated as the “warm” colors. Three players will be the freezers for this game and will hold a “cold” color ball. Three other players will hold “warm” colored ball so that they can unfreeze players that have been tagged with a “cold” colored ball. When the game begins, the players will attempt to tag anyone else without a ball with their ball to freeze them. Frozen players will sit on the floor with legs crossed and wait to be saved by a “warm” color ball. Players with a “warm” colored ball will toss their ball to a frozen player to unfreeze them. When the player is unfrozen, they must try to unfreeze another play because they now have possession of the “warm” colored ball. Play each round for a designated period of time then choose new freezers. Omnikin Basketball – There are two teams in this game. The objective is to score points by throwing a ball through a hoop held by a teammate on the other side of the court. The ball can only be passed to advance (meaning, if you are holding the ball, you cannot move your feet). The teammate who is holding the hoop on the other side of the playing area may move anywhere inside the small triangle marked by cones (4 foot by 4 foot by 4 foot at most). If the ball touches the floor or is caught by the opposing team, then possession switches. Any person with the ball must be given a 1 yard perimeter to pass the ball. No ball may be struck while another player is holding it. Omnikin Asteroids - To start this activity, the students will be placed onto one of two teams. Each team will stand on opposite sides of the playing area in their “universes” (behind their sideline). The teacher will place 3 – 6 “planets” (Omnikin-6 balls) in the middle of the playing area. The teacher will also place 3-5 “blackholes” (large cones) in random spots between the two “universes”. Each “universe” will also have a large number of “asteroids” (coated foam or vinyl balls) on the floor. When the game begins, the students may pick up (at most) two asteroids and attempt to throw them at any planet in attempt to move them across “space” (the middle of the playing area) to the other teams “universe”. If a planet touches the boundary line which marks their “universe”, they will be awarded “space points” (a value designated by the teacher). If a “planet” touches a “blackhole” (large cone), all of the students must perform a fitness activity designated by the teacher before they can continue throwing “asteroids”. After a while, some of the “asteroids” may get stuck in “space”. If so, each team is allowed to have 3-5 “astronauts” (students holding a flag) that can travel into space to move the “asteroids” back to their “universe”. “Astronauts” may NOT interfere with the games while they attempt to move the “asteroids”. If they (“astronauts”) touch a planet, the opposing team will receive a “space point” and the “astronaut” must pick another team member to be an “astronaut” by handing them his/her flag. The team with the most “space points” at the end of the time wins the round. Big Ball Tag – The teacher will select several students to control the big Ominkin balls. Each individual will move the ball
with his/her hands and attempt to tag the other students with the ball. If a student is tagged with the ball, he/she will exit
the playing area and perform the physical activity designated by the teacher so he/she can get back into the game. Each
round will last about 1 minute then new taggers will be selected from the group.
Dance Like Nobody is Watching
Ice Cream and Cake by Chip-man and the Buckwheat Boyz
***Keep feet moving the whole time, small body rock foot to foot
“Ice cream” Hands up like antlers “Cake” Hands down near belt, fingers down “slip & slide” Two steps to the right, two steps to the left, two steps to the right
“stop” Freeze and put hand out in front, palm forward “..slip & slide” Act like you’re driving a truck with one hand, keep moving on feet, 2R, 2L, 2R “pause” Freeze w/ both hands out in front REPEAT “ICE CREAM AND CAKE” PART “who..?” Legs apart, one arm out to side like asking a question, head wiggle, other side, both arms up facing front “all the kids” Grab your shirt at chest and pull forward REPEAT “ICE CREAM AND CAKE” PART “slip & slide” Two steps to the right, two steps to the left, two steps to the right “stop” Freeze and put hand out in front, palm forward “..slip & slide” Act like you’re driving a truck with one hand, keep moving on feet, 2R, 2L, 2R “pause” Freeze w/ both hands out in front REPEAT “ICE CREAM AND CAKE” PART Face the side, arms crossed on chest, point at camera!
Magic by B.o.B (featuring Rivers Cuomo)
http://www.youtube.com/watch?v=0YP1ihsWiqQ
Start on “Magic”
MAGIC sequence: Grapevine w/ magic hands (double jazz hands) RL Grapevine with blade arms over “away” shoulder RL Turn tables 4R, 4L Lawnmowers w/ step back (RL), walk forward 4 counts w/ rolling arms (ALL THIS IS 32 counts)
JUMP sequence (during rap): Jump straddle, jump together 4x (8 counts) One foot in front, rocking jump forward and back (8 counts) Fist pumps 4R, 4L (8 counts) Scissor jumps (one foot forward, switch) (8 counts)
THE DANCE: MAGIC sequence 3x JUMP sequence 3x MAGIC sequence 3x JUMP sequence 3x MAGIC sequence 3x Jump up on “me” with hands up in a big V
Keep Your Head Up by Andy Grammer
http://www.youtube.com/watch?v=wRoE2iQW8TI
March in place at beginning “Whoooaa, heyyyy” Grapevine R, L V-step on floor 2x Big lunge R, 2 claps; big lunge L, 2 claps Grapevine R, L V-step on floor 2x Big lunge R, 2 claps; big lunge L, 2 claps Raise the roof hands 4x, push the palms down 4x (“keep your head up…”)….TWICE Shake your finger to front 4x, point to your head (8 counts total) Raise the roof hands 4x, push the palms down 4x (“keep your head up…”)…. Grapevine R, L V-step on floor 2x Big lunge R, 2 claps; big lunge L, 2 claps Grapevine R, L
V-step on floor 2x Big lunge R, 2 claps; big lunge L, 2 claps Raise the roof hands 4x, push the palms down 4x (“keep your head up…”)….TWICE Shake your finger to front 4x, point to your head (8 counts total) Raise the roof hands 4x, push the palms down 4x (“keep your head up…”)…. Wave one arm overhead 4x (“rainbows”) Both arms up in jazz hands, sweeping from up to down Cat-daddy move to R 4x, Spin in circle slowly (4 steps) Wave one arm overhead 4x (“rainbows”) Both arms up in jazz hands, sweeping from up to down Cat-daddy move to R 4x, Spin in circle slowly (4 steps) Raise the roof hands 4x, push the palms down 4x (“keep your head up…”)….TWICE Shake your finger to front 4x, point to your head (8 counts total) Raise the roof hands 4x, push the palms down 4x (“keep your head up…”)….FOUR TIMES Hands over head making small “O” (“oooooohhhhh”)…8 counts (shifting weight R and L)
There are three parts of this dance (the travel section, the boxing section, and the jumping section).
Travel Section (1st
32-count) 4-count grapevine right and left (repeat) Step and pull x 2 to the right Feet out, feet cross, and spin Step and pull x 2 to the left Feet out, feet cross, and spin
Boxing Section (2nd
32-count) 8 punches forward 4 upper cuts alternating sides 4 bob and weaves speed bag high over head for an 8-count
Jumping Section (3rd
32-count) jump, jump, squat (repeat) right knee up, left hand up at the same time, switch to left knee up, right hand up – repeat x 2 Repeat entire jumping section pattern 1 more time.
Go to - http://youtu.be/6e7F5MJnbd8 to watch the video for the dance.
Let’s Go (by Calvin Harris)
There are four basic moves; 1) Fist pump right x 4, fist pump left x 4 2) Cross Crawls (opposite elbow opposite knees) x 4 3) 4-count Knee to Elbow Squat 4) Jumping Jacks x 4
Drum Sequence (make a quarter turn and march in place for each 8-count) 1) 8-count march 2) 8-count march 3) double time march 4) crazy feet march (fast as you can go)
Pattern for dance (repeat each of the basic moves the number of times below during each section of the song)
1) Basic Pattern x 2
2) Drum/March
3) Basic Pattern x 4
4) Drum/March
5) Basic Pattern x 3
6) Drum/March
7) Basic Pattern x 2
Call Me Maybe (by Carly Rae Jepsen)
Travel Section: 4 x side step (RLRL) 4 x walk (Forward, Back, Forward, Back) Mountain Climbers x 8
Chorus: Pump, Pump, Cross, and Down (with hands) x 8 Step, Step, Cross and Out (with feet) x 8
Pattern:
Travel Section
Chorus
Nod Head for 8 count
Travel Section
Chorus
So So Bad part – balance on bottom and pump hands in the air
8 count recovery
Travel Section (cut in half with no mountain climbers)
REPEAT Part 1 & 2 alternating until the end of the song
Version 2.0 - http://youtu.be/fBOuyeeoaQQ
Part 1 - Push-Ups x4 Push-up Jacks x4 Push-Ups x4
Part 2 - Twisting Abs (sit on bottom with feet in the air twisting from side to side)
REPEAT Part 1 & 2 alternating until the end of the song
BEAUTY AND THE BEAT
http://youtu.be/KSGxDwJS7_s
Part 1 – Traveling section Step Touch RT x2 then grapevine x4 Box Step then Jump ¼ turn (Rt), Jump ¼ turn (LT) REPEAT pattern going LT REPEAT
Part 2 – Boxing Section Turn to the RT one full turn (8-count) Speed Box RT x 4 Speed Box LT x 4 Jump (In-In-Out-Out) x 4 Speed Box High x 4 Speed Box Low x 4 Speed Box RT x 4 Speed Box LT x 4 Jump (In-In-Out-Out) x 4 Speed Box High x 4 Speed Box Low x 4 Turn to the RT one full turn (8-count)
Part 3 – Jump Rope Section Bell Jumps x8 Ski Jumps x 8 Hop on RT x2 Hop on LT x2 Run for 5 counts then pause Hop on RT x2 Hop on LT x2 Run for 5 counts then pause