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Four Corner Gamble - Outcome A (7-9)-2

Hopping

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 A’s. 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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