Pac
Man Tag
- Outcome A (7-9)-2
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Dodging
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The
teacher sets up pylons in order to create lanes following the lines
of the gym, and a maze in the gym (similar to the Pac Man video
game). At several points around the gym, a larger space between
pylons is established as an escape route for the ghosts (the students
who are not "it").
Pac
Man is "it", and wears a pinnie. The remaining students
are ghosts and try to stay "alive" during the game by
not being tagged by Pac Man.
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Pac Man Tag |
How
to Play
- Students
play tag along the gym lines between the pylons, moving all over
the gym.
- Pac
Man cannot cross any of the lines laterally.
- If
Pac Man is chasing a student, this student can use one of the
spaces to escape.
- If
Pac Man tags a student or if that student strays off of the lines
or out of the boundary, the ghost becomes Pac Man and the game
continues.
Play
this game using a variety of basic locomotor skills like hopping,
leaping, galloping, sliding,
Have
students play the game in slow motion or hyper fast motion.
Instead
of changing Pac Man every time there is a tag, have a power pellet
(pinnie) available for every ten tags that are made. Once Pac Man
has a pinnie she/he is allowed to hop the pylons to tag more ghosts.
Play until all players have been eliminated. But as each player
is eliminated, they become part of another game set up on the other
half of the gym. This allows for continual action and avoids having
students sitting out.
Allow
one or two of the tagged players to become power gobblers who steal
the pinnies from Pac Man. They can be stationed at specific points
in the maze to allow ghosts through, but not Pac Man.
Allow
the students to create a different variation.
These
are clues that you have reached the outcomes ...
Students
demonstrate basic locomotor patterns (running, walking) while evading
Pac Man.
Students
are aware of the game space and play within the boundaries.
Students
avoid contact with other ghosts and are aware of the space around
their peers.
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