Four Corner Gamble
- Outcome A (7-9)-2
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Hopping
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At each corner of the gym, post a task card with
a card suit and a corresponding basic skills activity. For example:
- Spades = jumping and
touching knees
- Hearts = large hopping
actions around a set of pylons close together
- Clubs = leaping over
lines in that section of the gym
- Diamonds = lateral walks* across the
gym.
At the centre of the gym, lay out a deck of cards
face down. Have the students run around the perimeter of the gym
while music is playing. Stop the music at various intervals.
When the music stops, the students must run to
the centre of the circle, pick up a card and run to the corresponding
task card in one of the four corners. Whatever the face value of
the card, the student performs the same number of exercises. For
example the 10 of hearts means 10 large hops, the 2 of spades means
2 metres of As. The student then returns the card to the centre
and the game continues.
Aces can count as one or eleven. All face cards
have a value of 10.
* Lateral walks a sideways walking action
performed while bent in a semi-crouch position. Students' backs
are held straight to avoid a slouched position. Students move in
an exaggerated side step.
The students can skip, jump, and gallop to the
four corners.
Defensive positioning such as sliding, faking,
dodging, and weaving can also be incorporated into this activity.
These are clues that you have reached the outcomes
...
Students use a variety of locomotor patterns during
the activity.
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