Mission Impossible
- A (7-9)-12
In this popular activity, students must navigate
as fast as they can, with control, through an obstacle course that
is set up throughout the gymnasium and connected by various lines
on the gym floor. The obstacle course can be made up of benches,
Hula-Hoops, chairs, tables, nets, scooters, and pylons.
This activity provides a wonderful opportunity
to use gymnastics equipment such as the box horse, beams, ropes
or a pommel horse. Equipment such as floor hockey and team handball
nets provides a particularly difficult challenge to try to navigate
over, under, or around. Place mats under any apparatus where a student
is off of the ground (e.g., walking across a bench).
Click to enlarge
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The
course should challenge students to climb, pull their body weight
onto equipment, and increase their flexibility as they try to
navigate and stretch to move over, under, around and through
the course. |
How to Play
Students cannot wear jewellery or watches. Divide
the group into even teams: Guardians and Adventurers. Adventurers
are trying the course. The Guardians try to catch the Adventurers
when they make a mistake and eliminate them from the course. Once
an Adventurer has been "caught" they must return to the
start of the course and begin again.
There are several ways to eliminate an Adventurer:
- they are not allowed
to make noise at any time (e.g., talking, laughing, giggling,
stomping). This may be the hardest rule to enforce.
- Students cannot touch
metal at any time. (This includes the bolts that attach the beam
to the base or the bench to the base, or the floor hockey frame!)
- Students must stay on
a designated line when travelling along the gym floor. (This includes
when they have to crawl under an object!)
- The goal is for an Adventurer
to make it through the course and reach enemy camp without being
eliminated.
Pitfalls:
- Guardians also must
be very quiet to hear the noise the Adventurers make as well as
to fully concentrate or a time penalty may be given to their team;
e.g., subtract 1 minute from their allotted time.
- They must spread out
all over the course. Targeting of one or two objects/stations
is not allowed.
- Respect the game. They
are not allowed to push people into making a mistake. A time deduction
may be given as a penalty.
- If a Guardian finds
an Adventurer breaking any rules, they quietly tell the Adventurer
what he/she did wrong. The Adventurers must then quietly go back
to the start of the course.
- Guardians must stay
off the course and avoid any actions which may distract an Adventurer.
Guardians are allowed to follow an Adventurer through the course,
but must avoid the lines or equipment so as not to impede an Adventurers
movement.
- Guardians must know
the rules, be honest, fair and certain about their actions.
Adventurers:
- Once an Adventurer has
been caught, he/she must return in control to the start without
any argument. If there is any argument from an Adventurer, a time
deduction penalty may be awarded.
- The Adventurers may use teamwork to master
obstacles.
Penalties:
You may apply penalties
by taking away time or awarding extra time to a group; e.g., if
the group of Guardians were blocking the way, pushing people into
making mistakes and talking too loud award an extra 2 minutes
to the Adventurers.
General:
A change-over should take
place about every 10 minutes when the roles of the two groups change.
If you use a buzzer score clock, the students should sit down, change
in a controlled manner and wait for a signal to start. The change-over
should occur without any noise or running!
Students can work together on certain tasks if
they cannot do them individually.
Students can create stations. Students then demonstrate
the tasks to their peers and ensure that safe practices are followed.
When an Adventurer from the first group reaches
the end of the course successfully, they are given a bonus of carrying
"nitro" (a medicine ball in a mesh bag). Nitro cannot
ever be put down. If it is left unattended, it will explode and
the entire group of Adventurers must start again. The Adventurers
now have to work as a team to ensure that the nitro is passed from
one end of the course to the other.
Increase level of difficulty:
Change course after 3-4 classes to make it tougher.
These are clues that you have reached
the outcomes ...
Students use excellent body control to navigate
through the course.
Few students are losing balance on the equipment.
Students indicate how tired their muscles are
after completing the course.
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