Thursday, 4 May 2017

Conference Grant Recipient: Timmery Welsh - Lights Out

LIGHTS OUT
By Timmery Welsh, with assistance from Jade Taylor and Trinity Bellerose

Objective: To avoid being tagged or hit with a ball; to be the last student standing. The theme is similar to a Zombie Apocalypse, where there are zombies who come out only in the dark, but there are also zombies who come out only in the light. The objective is not to be tagged by a zombie at any time.

Materials: Pinnies (two different colors), 2 dodgeballs, 4 large mats

Age level: Any age level, but most appropriately for grades 4-7 (who can handle activities in the dark)

Roles:
  1. Daytime zombies (two students who are ‘it’ and ‘tag’ civilians during the day. In this case, these are the two students who are running around with the lights on, hitting the other students with a dodgeball). These two zombies need to have the same color of pinnie. During the NIGHT, these zombies can’t tag anyone BUT should be sneaking around in the hiding spots to surprise the civilians when daytime is back!
  2. Nighttime zombies (two students who are ‘it’ and ‘tag’ civilians during the night. In this case, these are the two students who are running around with the lights off, tagging the other students with their hands). These two zombies need to have the same color of pinnie. During the DAY, these zombies can’t tag anyone BUT should be sneaking around in the hiding spots to surprise the civilians when nighttime is back!
  3. Civilians (all other students)

Instructions:
  1. Choose four people to be ‘it’. Two of them have one color of pinnie on (say red) and the other two have a different color on (say blue). Decide which zombies are the daytime zombies and which two are the nighttime zombies. Let’s say blue is lights-on/daytime and red is lights-off/nighttime.
  2. In the four corners of the gymnasium there need to be mats up (have them standing up if possible and about 1-2 meters away from the corner). This is an area for the individuals who are ‘it’. No one can touch these mats during the game or they are automatically ‘out’.
  3. Start with the lights on (the red zombies [people who are it in red pinnies]) are hiding behind a mat in the corner. When the teacher yells ‘RUN’, everyone needs to avoid being tagged by a zombie (in this situation, those individuals wearing blue). To be ‘tagged’, these zombies can only hit you with a dodgeball. They can’t ‘tag’ with their body parts or even with a ball-they can only throw the ball and hit you in order for you to get out.
  4. The teacher then turns the lights off at any time*. As soon as the lights go off, the zombies who were alive in the light (blue in this case), hide behind any mat they choose. Then the other zombies (in this case, red) come out and tag students. They tag with their hands only (normal tag rules in this situation).
  5. The teacher decides when to turn the lights back on, then off, on, etc. until all individuals are out!

MODIFICATIONS:
1-Instead of everyone sitting ‘out’ when they are tagged or hit with a ball, they become zombies too (the same color as the zombie that hit/tagged them)
2-Revival #1-when a student gets ‘out’ from either a dodgeball or from being tagged, they need to come to the side of the gym where the teacher is and do a physical activity of the teacher’s choice (jumping jacks, sit-ups, push-ups, wall-sits, etc.). They have to do a certain number of the exercise to be ‘revived’ and join back in the game.
3-Revival #2-At any time the teacher may choose to revive those who are out (if it’s taking too long), by yelling ‘Revival’.
4-Revival #3-Choose a student to be the medic, who can’t be tagged by a zombie, who can save the students who get tagged by a zombie. They can drag them to safety with a roller cart, or give them a high-five, or whatever you choose to revive them back to join the game
4-To make being the zombie more difficult, possibly have them drag an item, such as a hula hoop, so they can’t tag as easily

*When the lights go off, I ALWAYS leave 1-2 lights on somewhere in the gym (equipment room, storage room, door to the hallway, etc.) for safety precautions!

Tuesday, 2 May 2017

Health Champions Profile: Jodi Harding-Kuriger

Jodi Harding-Kuriger

Physical Education Teacher
HPEC Conference CoChair
Long-time HPECer

What led you to pursue your career? "Teaching chose me, more than I chose it. I was not 100% committed to teaching until I did my first practicum and then I KNEW I was on the right career path. Serving students and staff made me so happy!"

Screen Shot 2017-03-04 at 9.26.22 AM.pngWhat motivates you to be healthy? "My kids and students... I want to be here for them for a long time and I want to be a healthy, happy version of myself."










Is there an individual that inspires you to be healthy? "I am constantly inspired by my HPEC/EAS family! They make me want to lead a balanced and healthy life!"

Screen Shot 2017-03-04 at 9.28.56 AM.pngWhat health advice would you offer to a younger version of yourself? "Find activities that you love and can do through all stages of life."

What is your favourite quote?"If you are the smartest person in the room, you are in the wrong room." --- Keep moving, keep learning










Conference Grant Winner: Kathleen Zalasky - Sink the Ship Activity

Sink the Ship (Grades 2-6)

Equipment:
-Wooden skittles or bowling pins (8)
-scooters (4)
-dodge balls
-milk crates (2)

How to Set Up:
Divide the class into two teams. Make two large, opposing rectangular playing areas using the skittles or bowling pins as corners of the rectangles. Place two scooters beside each rectangle (two per team). Place half of the dodge balls in one rectangle and half in the other. Two milk crates can be placed randomly in the “open sea”.

Objective of the Game:
Be the first team to knock down all four of the opposing teams skittles to sink their ship.

Rules:
  1. Each team will begin inside their respective rectangle.
  2. Two players from each team will be chosen to drive the lifeboats (scooters). Only the players on the lifeboats may leave their playing area to retrieve the dodge balls and bring them to their teammates on the “ship”.
  3. Players may not leave their rectangular playing area at any time without a lifeboat. If they step out of the area at any time, they must do 10 push-ups before returning to the game.
  4. Players will throw dodge balls at the opposing team’s skittles in an attempt to knock all four of them down.
  5. Once a skittle has been knocked down, it must stay down. There is no guarding of the skittles allowed.
  6. The only way to revive a knocked-down skittle is by successfully throwing a dodgeball into one of the treasure chests (milk crate). The players on the lifeboat may NOT throw the dodge balls into the treasure chest.
  7. The team whose four skittles are knocked down first must all complete 10 push-ups and the game will begin again.

Extensions:

  1. Players can hit an opposing player with a dodge ball in order to get them out. The player who is hit would then have to complete 10 push-ups before returning to the game.