Warm up games

Part A - WARM UP GAMES

Name of the Game: Animal Family (O'loughlin, 1997), 15            Stage: Early Stage 1
minutes
Explanation:

   •   Students are spaced out.
   •   Students are given an animal name.
   •   Then told to find the other students who have the same animal sound.
   •   When they have found each other they must then work as a team to recruit others to their type of animal family by tagging
       them.

Why is this game important for this stage?

   •   Locomotor skills: walking and running.
   •   Spatial awareness.
   •   Cooperation: working together as a team.


What are the PDHPE skills involved in this game? How?
(decision-making, problem-solving, communicating, interacting, moving)

   •   COES1.1 Communicating: Through the animal noises.
   •   INES1.3 Interacting: working as a group to add people to their animal family.
   •   MOES1.4 Moving: moving around throughout the game by walking, running, dodging and tipping.


Equipment and Teaching cues:

   •   Blind folds
Part A - WARM UP GAMES

Name of the Game: The Magical Cardboard, 15 minutes               Stage: Stage 1
Explanation:

   •   Separate students in to groups.
   •   Each given big piece of cardboard.
   •   Must reach finish line.
   •   One student in each team can use hands or feet to touch ground.

Why is this game important for this stage?

   •   Non-Locomotor skills: body parts.
   •   Cooperation: working together
   •   Spatial awareness: being aware of surroundings

What are the PDHPE skills involved in this game? How? (decision-making, problem-solving, communicating, interacting,
moving)

   •   COS1.1 Communicating: communicating with each other on how to reach the finish line before the other team.
   •   INS1.3 Interacting: working together.
   •   MOS1.4 Moving: moving their body parts in different ways to reach the end.


Equipment and Teaching cues:

   •   Four large square pieces of cardboard.
   •   Long bit of rope to show where the finish line is.
Part A - WARM UP GAMES

Name of the Game: The Witch, 15 minutes                           Stage: Stage 2
Explanation:

   •   Circle is drawn on the floor.
   •   One witches hat in the middle-this is the safe spot for only 30 seconds.
   •   One student is the witch.
   •   Students run from the witch, can’t step out of circle and must jump over the witch’s hat.
   •   Students tagged by the witch, students who step out of the circle and students who don’t jump over the witch’s hat become
       a witch as well.

Why is this game important for this stage?

   •   Locomotor skills: running, jumping, dodging.
   •   Spatial awareness.
   •   Playing the game: Rules/ tactics/ strategies.

What are the PDHPE skills involved in this game? How? (decision-making, problem-solving, communicating, interacting,
moving)

   •   INS2.3 Interacting: working to tag other students.
   •   MOS2.4 Moving: jumping over witch’s hat, dodging the witches and running.
   •   DMS2.2 Decision-making: Deciding to take the risk and run to the safe space.

Equipment and Teaching cues:

   •   8 witch’s hats.
   •   Chalk.
Part A - WARM UP GAMES

Name of the Game: Fairies and Trolls, 10 minutes                        Stage: Stage 3
Explanation:

   •   Students are separated into Fairies and Trolls.
   •   Fairies must reach area called Fairytopia.
   •   Trolls given Volley ball (called ‘bulgers’) and must stand behind the line (called ‘Troll Valley’).
   •   Fairies must dog the balls thrown at them and reach Fairytopia.

Why is this game important for this stage?

   •   Locomotor skills: running, jumping, sidestepping and dodging.
   •   Manipulative skills: throwing and striking.
   •   Athletics: running, jumping and throwing.


What are the PDHPE skills involved in this game? How? (decision-making, problem-solving, communicating, interacting,
moving)

   •   INS3.3 Interacting: interacting with other students on a course of action.
   •   MOS3.4 Moving: dodging the balls, running and throwing.
   •   PSS3.5 Problem-solving: trying to figure out how to get to Fairytopia.




Equipment and Teaching cues:

   •   Volley balls.
   •   Witch’s hats to indicate Fairytopia and Troll Valley.
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Warm up games

  • 1. Part A - WARM UP GAMES Name of the Game: Animal Family (O'loughlin, 1997), 15 Stage: Early Stage 1 minutes Explanation: • Students are spaced out. • Students are given an animal name. • Then told to find the other students who have the same animal sound. • When they have found each other they must then work as a team to recruit others to their type of animal family by tagging them. Why is this game important for this stage? • Locomotor skills: walking and running. • Spatial awareness. • Cooperation: working together as a team. What are the PDHPE skills involved in this game? How? (decision-making, problem-solving, communicating, interacting, moving) • COES1.1 Communicating: Through the animal noises. • INES1.3 Interacting: working as a group to add people to their animal family. • MOES1.4 Moving: moving around throughout the game by walking, running, dodging and tipping. Equipment and Teaching cues: • Blind folds
  • 2. Part A - WARM UP GAMES Name of the Game: The Magical Cardboard, 15 minutes Stage: Stage 1 Explanation: • Separate students in to groups. • Each given big piece of cardboard. • Must reach finish line. • One student in each team can use hands or feet to touch ground. Why is this game important for this stage? • Non-Locomotor skills: body parts. • Cooperation: working together • Spatial awareness: being aware of surroundings What are the PDHPE skills involved in this game? How? (decision-making, problem-solving, communicating, interacting, moving) • COS1.1 Communicating: communicating with each other on how to reach the finish line before the other team. • INS1.3 Interacting: working together. • MOS1.4 Moving: moving their body parts in different ways to reach the end. Equipment and Teaching cues: • Four large square pieces of cardboard. • Long bit of rope to show where the finish line is.
  • 3. Part A - WARM UP GAMES Name of the Game: The Witch, 15 minutes Stage: Stage 2 Explanation: • Circle is drawn on the floor. • One witches hat in the middle-this is the safe spot for only 30 seconds. • One student is the witch. • Students run from the witch, can’t step out of circle and must jump over the witch’s hat. • Students tagged by the witch, students who step out of the circle and students who don’t jump over the witch’s hat become a witch as well. Why is this game important for this stage? • Locomotor skills: running, jumping, dodging. • Spatial awareness. • Playing the game: Rules/ tactics/ strategies. What are the PDHPE skills involved in this game? How? (decision-making, problem-solving, communicating, interacting, moving) • INS2.3 Interacting: working to tag other students. • MOS2.4 Moving: jumping over witch’s hat, dodging the witches and running. • DMS2.2 Decision-making: Deciding to take the risk and run to the safe space. Equipment and Teaching cues: • 8 witch’s hats. • Chalk.
  • 4. Part A - WARM UP GAMES Name of the Game: Fairies and Trolls, 10 minutes Stage: Stage 3 Explanation: • Students are separated into Fairies and Trolls. • Fairies must reach area called Fairytopia. • Trolls given Volley ball (called ‘bulgers’) and must stand behind the line (called ‘Troll Valley’). • Fairies must dog the balls thrown at them and reach Fairytopia. Why is this game important for this stage? • Locomotor skills: running, jumping, sidestepping and dodging. • Manipulative skills: throwing and striking. • Athletics: running, jumping and throwing. What are the PDHPE skills involved in this game? How? (decision-making, problem-solving, communicating, interacting, moving) • INS3.3 Interacting: interacting with other students on a course of action. • MOS3.4 Moving: dodging the balls, running and throwing. • PSS3.5 Problem-solving: trying to figure out how to get to Fairytopia. Equipment and Teaching cues: • Volley balls. • Witch’s hats to indicate Fairytopia and Troll Valley.