High School Physical Education Health

Introduction

Hello ! We are so excited that you decided to join our team!!

This activity is going to be a ton of fun!!!

How we can use favorite games and recreational activities as part of a healthy, active lifestyle will affect us for the rest of our lives.

Our first class game is one week away.

The physical activity challenge is: creating a new game

Introduction

Canada’s progress in Long-term Athlete Development is starting to change the way some organizations think about developing physical literacy. Groups of sports, led by the “on-ice” sports of Ice Hockey, Ringette, Speed Skating, and Figure Skating are collaborating to introduce young children to the world of skating – working to develop skating skills, on-ice agility, balance, and coordination so that the child can later enter any one (or more) of these sports for healthy recreation or to develop sport excellence.

Approaching this in a different way, some local recreation organizations are offering young children the opportunity to sign-up for year-round programs that combine exposure to a number of different sports, with fundamental movement skill learning opportunities and lots of skill-developing mini-games.

This new approach is also being tried by some sport facilities. Swimming pools are developing “introduction to aquatics” programs that teach water safety and basic swimming – with the opportunity to take the first steps towards competitive swimming, water polo, synchronized swimming and diving.

With creative thinking, local recreation providers and groups of national sport organizations could put together programs such as:

• Introduction to ball games – teaching the throwing, hitting, catching, passing and kicking skills that could lead to later involvement in basketball, volleyball, soccer, rugby, team handball and other similar games.

• Introduction to hitting games: teaching children to hit stationary and moving objects with a variety of bats and racquets, providing the building-block skills for softball, baseball, hockey, golf, tennis, badminton, racquetball or squash.

• Introduction to being “on-the-water” making children safe and comfortable around boats and introducing them to the idea of propelling a boat using paddles, oars, and sails – to encourage children to take up canoeing, kayaking, rowing, and sailing.

 

Task

Our own new approach is to create a new original game for our class to become more physically active.

Task is to use your favorite games and recreational activities as part of a healthy, active lifestyle in a new and different way by combining movement and skill to create a new game that can involve all students in the class.

Example: 

Soc-et Ball

There is two cones set under the basketball net on the baseline. Two teams are made. The object of the game is to score two points in the basketball net or one point by rolling ball through the soccer cones. Heres the catch: A soccer ball is used and it can be dribbled by the players for three steps then passed or shoot, when the ball is above the waist, but when it rolles on the ground it can't be picked up by the hands. It must be passed up by the foot.

Task set out for you:

Take your favorite movements and combine them to create a unique and new game.

Here are some sources for game rules and ideas to include in your creative game:

https://education.alberta.ca/media/318470/dpa4.pdf

https://www.pinterest.com/explore/physical-education-rules/

http://www.csep.ca/CMFiles/Guidelines/CSEP_Guidelines_Handbook.pdf

http://www.bced.gov.bc.ca/dpa/pdfs/k-9_physical_activities.pdf

http://www.kellybear.com/TeacherArticles/TeacherTip69.html

 http://www.ehow.com/info_8701305_lesson-physical-education-high-school.html

debbiewolson@cauc.ca for additional help and some advice on diredction to take.

http://www.humankinetics.com/excerpts/excerpts/an-introduction-to-stude…

http://www.humankinetics.com/products/all-products/The-Student-Designed…

Most of the time, games are created with whatever equipment we could muster (or make), and in all cases, they were free from adult interference. The games were formal in that they involved rules, teammates, and scores, but they were informal in that they were made by us, and for us, with the key goal of challenging our abilities in the name of fun. This spontaneity and creativity is so often missing in physical education, with the result that game play becomes the province of the most skillful to the exclusion of many others.

It is the purpose of this task is to introduce you to the process of teaching games making as a way of engaging all students in your classe, essentially by making a game for learning instead of playing games for learning.

Process

 

 

By definition, games making in physical education is a process where students create, organize, implement, practice, and refine their own games within certain limits presented by the teacher. These games are considered a major tool for enhancing student interest, and some have suggested they often bring forth more interest than do teacher-designed games (Rovegno & Bandhauer, 1994).

Games making, is not, however, a simple case of the teacher giving students some equipment and saying, "Go make up a game." Taught well, games making provides a means through which students can do the following:

  • Engage actively with and explore components of game play (skills and strategy) and, in turn, construct a deeper understanding of these components
  • Think critically about their experiences playing games and sports at recess and after school
  • Learn how to learn cooperatively and solve problems in groups

The key is that students follow a sequence of (1) design, (2) trial, and (3) refine to get to a point where the game is ready to be presented, explained, and demonstrated to the class before being played and evaluated by others.

 In essence, your game must

  • contribute to skill development;
  • be safe;
  • include, not eliminate, students from participation (elimination makes almost no pedagogical sense when one considers that the most likely students to be eliminated are those who have the least skill and in fact need the most practice);
  • have high participation rates;and
  • be structured so that all children are successful and are being challenged.

A good game, then, is one that is fun, fair, and safe for all participants. By fun, we mean that the game involves participants at an appropriate level of challenge from the perspectives of both skills and strategies. By fair, we mean that the game has a good balance so that success and scoring are not too easy or too hard. That is, there is a good balance between the offense and the defense so that neither one dominates play. By safe, we mean the game has rules that keep its participants physically safe, and there are no opportunities for students to be embarrassed or humiliated.

To accommplish this task you will need to follow the steps below:

Step 1

Gather your experts together (group).

Step 2

Explore components of game play (skills and strategy) - Which will be key components in your game

Step 3

Design - Think critically about their experiences playing games and sports at recess and after school and add these experiences into your design

Step 4

Trial game with your group - add/modifiy rules and safty as needed

Step 5

Refine to get to a point where the game is ready to be presented, explained, and demonstrated to the class before being played and evaluated by others.

Step 6

Present to class

Evaluation

What Makes a Good Game?

One only has to read any of the blogs and communiqués among the fans of computer games to get a ready understanding of what makes a good game. In general, there are two commonly agreed-upon principles:

  1. It’s possible to increase in skill almost indefinitely (variety and complexity).
  2. Score is directly proportional to skill for the most difficult tasks.

Of further interest is the idea that a good game is not necessarily directly equivalent to how fun a multiplayer game is. As Charles Kendrick, author of Designer’s Guide to Multiplayer Quake Gameplay, has commented:

I tend to lose interest in any game where it’s not possible to keep improving one’s ability, or where improvements in ability don’t show through in the game very much. If this isn’t at least a little bit true of you, then ignore this document, and go back to work on your "kill everyone on the level by pressing a button." But if you’re interested in creating a game with what I’ve defined as "good gameplay," or at least in creating a game that finds a balance between gameplay and more chaotic carnage, read on.

Essentially, Kendrick is speaking around a sense of a game being engaging. Engagement refers to the intensity and emotional quality of a person’s active involvement during a task. If someone is highly engaged, we see evidence of enthusiastic participation, with high degrees of effort and positive emotion.

To be really engaging, an activity should

  • be structured so that players can decrease or increase the level of challenge in order to match their skills,
  • be easy for players to isolate the activity from other stimuli that might interfere,
  • have clear performance criteria to let people know how well or poorly they are doing,provide concrete feedback to tell them how well they are meeting the criteria,
  • and have a broad range of challenges and possibly several qualitatively different ranges of challenges.

Student-designed games fit easily into this definition. Students have the freedom to design games that match their skill levels and that have clear scoring systems that provide them with feedback. As a result, it is not unusual to see games-making lessons characterized by serious and thoughtful engagement rather than more frivolous expressions of fun. As Rovegno and Bandhauer (1994) note from their experiences with student-designed games, "The true joy and deep fun individuals experience when they learn and participate in physical activities is not expressed through sport spectator behavior. There is great joy in playing hard, doing your best, learning movement, refining technique, and meeting the challenges of the game" (page 62).

Students do, however, need guidance as to what constitutes a good game. These characteristics need to be explicitly presented to students. In essence, their games must

  • contribute to skill development;
  • be safe;
  • include, not eliminate, students from participation (elimination makes almost no pedagogical sense when one considers that the most likely students to be eliminated are those who have the least skill and in fact need the most practice);
  • have high participation rates;and
  • be structured so that all children are successful and are being challenged.

A good game, then, is one that is fun, fair, and safe for all participants. By fun, we mean that the game involves participants at an appropriate level of challenge from the perspectives of both skills and strategies. By fair, we mean that the game has a good balance so that success and scoring are not too easy or too hard. That is, there is a good balance between the offense and the defense so that neither one dominates play. By safe, we mean the game has rules that keep its participants physically safe, and there are no opportunities for students to be embarrassed or humiliated.

Your Group will need a written report including the following points: (50%)

1. A game name.

2. Rules.

3. Equipment.

4. Game description. 

5. Write up on how developed the game.

6. Any sources used.

7. Goup member names.

YOur group will present your game to the class: (50%)

1. Organization.

2. each group member is involved.

3. Rules described accuratly.

4. Saftey for all students is followed.

5. All students are have a position to play in the game.

Group Members: Create-a-game Rubric _______________________ ________________________ ________________________ _______________________ ________________________ ________________________ Rules: _________/ 10 points Requirements for winning: _________/ 5 points Diagram of playing area: and _________/ 10 points Equipment list Relationship to Fitness: _________/ 5 points Cooperation & Teamwork: _________/ 10 points Activity level of players: _________/ 5 points Safety: _________/ 5 points Comments: _____________________________________________________________________________ _______________________________________________________________________________________ _______________________________________________________________________________________ _______________________________________________________________________________________

Conclusion

Congratulations!!!

This is it!!!  Lets show your game to the world!!!

Great Ideas are the ones that are shared and spread to all other physical education classes. Will your game catch fire in the school? 

Fun, cooperative and organized games are the best games to share. 

Credits
Teacher Page

Name of Activity: Create-a-Game

Purpose of Activity: The purpose of the activity is to have students actively engaged in creating and participating in fitness games. Throughout this activity we can reinforce and refine the students understanding of the components of fitness.

Prerequisites: Discussion and participation in activities that focus on the 5 Components of Fitness.

1- Aerobic fitness 
2- Muscular strength
3- Muscular endurance 
4- Flexibility
5- Body Mass Index (our district only discusses this concept and does not measure it with our students)

Suggested Grade Level: 7-8

Materials Needed: All kinds of equipment. On the first day of the activity I leave out a pile of equipment including: Cones, Pins, Rackets, Balls of all sizes, Goals, Mats, Poly spots, Frisbee, bat, flags, Etc. After the students decide on their classes Fitness Game I prepare all of the equipment that group requires.

Description of Idea

Day #1: Begin class with a fitness warm up.

-Divide the class into groups of anywhere from 3-5 students. 
-Reinforce the Components of Fitness
-Briefly review the create-a-game packet with the students and make sure they the understand that the first day is for brainstorming.
-This sheet will be handed in at the end of the period and can be added to or changed in the following class
-If students are having difficulty deciding where to go with their project bring them together to talk about some games that have fitness components that they already know and like

Day #2: Warm up with a fitness activity (discuss how someone must have invented this game in order for us to be playing it. What components of fitness does it include?)

-Students get together and continue brainstorming
-Some refocusing questions that I use for them are: Is it fun?
What components of fitness does it include?
Do you need more equipment other than what we
have?
Try playing the game to see if it works.
-The students should be encouraged to play a miniature version of their game to test it out and make changes to it
-groups will need to be continually revisited in order to reinforce the important elements of the lesson

Day #3: Begin class with a fitness warm up

-students should be given a few minutes to finalize their fitness games and prepare for their presentation to the class
-each group should be given approximately 5 minutes to present their game and explain the: Rules, Requirements for winning, Relationship to fitness
-at the end of the period each student will put their head down while the teacher reads off a short description of each game.

Day #4: Begin class with a fitness warm up

-have the students set up their game and describe the rules one final time (this is a good time to add any new rules that the students may have missed that may be safety concerns)
-let the students play the game
-periodically, through discussion, allow the students to come up with variations on this game that will emphasis the fitness component.

Create A Game Rubric (PDF File)

Create A Game Write Up Assessment (PDF File)

Assessment Ideas:

See sheet above.

Teaching Suggestions:

This unit worked so well with my 7th grade students that we now play two new games, Taco Time and Battle-field. Both of these games were created solely by 12 year olds.