Tagged with 'Cones'

Rock, Paper, Scapula

Set-up:

 

Rock, Paper, Scapula

Meets NASPE standards 1,2 and 4!

Equipment:

Illinois State Learning Goals:
23.A.1A, 23.A.2A

Naspe Standard:
1,2 and 4

Description:

  • Separate students into groups of 2 or small groups.
  • Scatter skeleton pieces in center ( or designated area) of playing area
  • On given signal 1 student from each group travels to center and finds an opponent to play a round of
    rock paper scissors.
  • Winner of round goes to middle and grabs 1 bone and returns it to their home base
  • Students must place correct bone label onto the retrieved bone.
  • Students who lose must return to their home base and select one exercise from the given list and
    perform as a group before the next member can go to center for another round.
  • When no bones are left in middle, students who win a round of R-P-S may steal from another group.
    Students may not steal from same group two consecutive times.
  • First team to assemble a complete skeleton and identify correctly wins.

Product Production

Set-up:

 

Product Production

Enhances math and motor skills!

Equipment:

  • (6) Colored Cones for each station (61822-PS)
  • (6) The Zone™ Cone Toppers (21201-PS)
  • (6) White boards for each cone at stations (21202-PS)
  • Multiplication charts/problems for each group
  • (4 sets) Numbered Poly Spots (1-36) at each station (21149-PS) (21200-PS
  • (6) The Zone™ Buckets for each station to be used as a target (same color as cone) (15607-PS)
  • (1 for each station) PALOS™ RUFFSKIN High Bounce Foam Balls (10485-PS)
  • Dry erase marker or pencil

Set-up:

  • Set Cones up around perimeter of gym or playing area
  • Each cone should have a Product(s) written on whiteboard and placed on cone topper. (for example if the products are 12-15, then that is what is written on the whiteboard)
  • Numbered poly spots which represent factors for those products are scattered around each large cone. (for example: if the product(s) is 12-15 then numbers such as 2, 3, 4, 5, 6, and 7 would be placed around that cone.

Description of Games:

  • Students are grouped in pairs or small groups and are given a ring with multiplication problems.
  • Students will work out each problem in order. When they have solved the problem they go to the correct Product, stand on the two factors and attempt to throw into or at target.
  • If they successfully hit the target they mark off the problem with a dry erase marker/pencil and move to the next one.
  • Students can continuously throw until they have hit the target.

Muscle Madness

Set-up:

 

Muscle Madness

The team that collects all the necessary muscles to assemble the body first, Wins!

Grade level:
2-6

Equipment:

How to Play:

  • 2-3 people to a hoop
  • Each hoop contains a poly muscle head and 2 dice
  • Students take turns rolling dice (each rolls 1 dice)
  • Students add the two dice together
  • Students run to the sign that has the sum of their two dice.
  • Once at the sum. They must do the exercise that it says to do then grab a muscle from pile under sign and return to their hoop
  • Team that collects all the necessary muscles to assemble the skeleton first, Wins!

Variations:

  • Can be played with bones instead of muscles.
  • Can add more stations totaling up to 36 and use multiplication instead of addition.
  • Can have students answer a bone/muscle fact first before grabbing one to return to their home hoop.

Muscle Madness Stations by #

  1. Sloppy Dice: No muscle, Run 1 lap while singing ABC’s
  2. Traps: 20 Shoulder shrugs (10 forward and 10 backward)
  3. Deltoids: 10 Shoulder Taps
  4. Pecs: 1 Partner chest Bump & Grunt
  5. Biceps: 10 Arm Circles
  6. Obliques: Medicine ball twist exchange with partner
  7. Abs: 15 second leg lifts
  8. Forearm : Arm curls using exercise band
  9. Groin: Leg swings facing wall (both hands on wall, swing leg across body)
  10. Quads: 30 second wall sits
  11. Gastroc: 20 toe raises
  12. Hands/Feet: Give Partner a “high 10” and yell “woo-hoo”

The Math Derby

Set-up:

 

The Math Derby

Turn your card over to see how you must travel your next lap! 

IXL standards:
2nd Grade…Y.7-8, T.10-11
3rd Grade…F.1-13, G.2, G.9-10, G. 15-16, G.20, H.
4th Grade…D.1

Grade Level: Grades 1 & 2 – Addition and Subtraction • Grades 3+ – Multiplication and Division

Equipment:

  • Cones to set up an oval (race track) (21049-PS)
  • Team hoops with dry erase boards (21202-PS), markers, scratch paper and erasers
  • Enough Flat Hoops to have 2 kids per hoop with equipment above within them. (14004-PS)
  • Buckets with math cards (you’ll need lots of copies, laminated) (15607-PS)

Set-up:

  • Set up a large oval race track with cones. Put buckets with math cards at each end.
  • Place hoops inside the interior, and place a marker board, markers and eraser in each hoop.

How to play:

  • When the music begins you and your partner jog a lap around the cones.
  • After you finish the lap, one partner will stop at a bucket to choose one math card. They will then take it back to their teammate who is at their team’s hoop.
  • The partner that was waiting will write out the problem on the marker board and complete the problem.
  • The pair will then turn over the card to see how they must travel their next lap, watching carefully for safety and space.
  • As they continue to finish laps, they should take turns getting the math cards and writing on the marker board.
  • The teacher will move around the center of the track and check answers to problems. If they encounter an incorrect response, they will erase it and let the team try again.

Bonkers 4 Bonds

Set- Up:

 

Bonkers 4 Bonds

A partner activity that combines fitness and math skills perfect for K-2! 

Objective:
Bonkers 4 Bonds is a partner activity that combines fitness and math skills such as number bonds and sequencing. Students will practice social emotional skills as they exercise and solve math problems together.

Grade Level: K-2

Shape Standards: P.E. Standards 1, 3, 4

Equipment:

Set-up:
Before students arrive set up 6 cones to create a large rectangle (i.e. use volleyball court lines). In the middle of the rectangle (center basketball circle), set up 2 hula hoops side by side. In 1 hula hoop, set all the Fill It In Fitness Cards FACE DOWN. In the other hula hoop, set up all the dominoes FACE DOWN (you may need more than 1 hula hoop if you are using the giant dominos). Spread out 12 hula hoops in their own space inside the rectangle. In each hula hoop, place 1 12-sided die. Place 1 matching color poly spot outside of each hula hoop at the bottom.

Sequence of events:
Number Bond Examples:

Composing (adding) number bonds: composing (adding) number bonds

  1. Divide the students into partners and send each partner group to a hula hoop with a die.
  2. The object of the game is complete as many Fill It In Fitness Cards AND number bonds as possible.
  3. Partners will take turns retrieving a Fill It In Fitness Card from the center hoop. They will bring it back to their hula hoop and BOTH partners will complete the exercise. Students must first figure out the missing number in the sequence. This is the number of repetitions for the exercise.
  4. After the partners complete the exercise, the SAME person will trade in their Fill It In Fitness Card (FACE DOWN in the Fill It In Fitness hula hoop) for 1 domino.
  5. They will bring the domino back to their hula hoop and place it face up on their poly spot.
  6. The partners will work together to COMPOSE (add) the 2 numbers on the
    dominos together to find the total (i.e. 2 + 3 = 5). It may help for you to refer to this as part-part-whole. The domino represents the 2 parts, and the die is the whole.
  7. The partners will use the 12-sided dice to show their answer. They will place the answer face up on the die.
  8. Once the students have the correct answer, the OTHER partner (take turns) will trade in their domino (FACE DOWN in the domino hula hoop) for another Fill It In Fitness Card.
  9. The partners will repeat #’s 3 – 7 until time runs out.

Decomposing (subtracting) number bonds:

  1. Remove the hula hoop with the dominos and the poly spots. Add 1 white board, dry erase marker and eraser to each hula hoop.
  2. Divide the students into partners and send each partner group to a hula hoop with a die.
  3. The object of the game is complete as many Fill It In Fitness Cards AND number bonds as possible.
  4. Partners will take turns retrieving a Fill It In Fitness Card from the center hoop. They will bring it back to their hula hoop and BOTH partners will complete the exercise. Students must first figure out the missing number in the sequence. This is the number of repetitions for the exercise.
  5. After the partners complete the exercise, the SAME person will roll their 12- sided die.
  6. The partners will work together to DECOMPOSE (take apart or subtract) the whole number on the die into 2 parts. Again, it may help students if you refer to this as part-part-whole. The die is the whole and they are trying to figure out the 2 parts. The partners will write the 2 parts OR a number sentence on their white board.
    • If the students write 2 parts on the white board, there may be many possible correct answers (i.e. an 8 on the die could be: 1 and 7, 2 and 6, 3 and 5 or 4 and 4).
    • If the students write a number sentence, it can be either subtraction or addition (i.e. 8 – 5 = 3 OR 5 + 3 = 8). Again, there are multiple correct answers for the number 8 (i.e. 8 – 4 = 4 OR 4 + 4 = 8).
  7. Once the students have a correct answer, the OTHER partner (take turns) will trade in their Fill It In Fitness Card (FACE DOWN) for another Fill It In Fitness Card. While this is happening, the other partner can be erasing the white board.
  8. The partners will repeat #’s 4 – 8 until time runs out.

Rules and Safety:

  • Students will be moving in various directions. Remind students to be aware of their surroundings.
  • Student must keep their die in their hula hoop at ALL times.
  • Remind students to place the dominos and Fill It In Fitness Cards FACE DOWN when they are putting them back into the hula hoops.
  • Students must take turns trading in dominos, rolling the die and trading in Fill It In Fitness Cards.
  • BOTH students must exercise together.

Variations:

  • Use white boards for both the composing and decomposing version (eliminates the dice)
  • If whole numbers up to 12 are too difficult for the students, choose dominos that only go from #1 – 6 OR use number cards (playing cards or UNO cards #1 – 6). If you play with cards, students must take 2 cards each time from the hula hoop for the 2 parts (part-part-whole).
  • Use Double 12 dominos to increase the math challenge. You will need to only use white boards for this version.
  • Use number cards (playing cards or UNO cards). If you play with cards, students must take 2 cards each time from the hula hoop for the 2 parts (part-part-whole).
  • Use craft sticks to show the answers rather than dice or white boards
  • Incorporate other fitness activities rather than Fill It In Fitness Cards

Toss and Throw BINGO

Set up:

 

Toss and Throw BINGO

Allows students to work on tossing & throwing for accuracy as well as catching skills and addition!

 

Objective:

Toss & Throw Bingo allows students to work on tossing & throwing for accuracy as well as catching skills and addition (specifically decomposing numbers).

 

Grade Level: K-5

 

Equipment:

Set-up:

  • Set colored cones and hoops next to each other across one baseline
  • In front of each place index ring of math problems
  • Place three different types of throwing manipulatives of choice in each home hoop
  • Starting just past the half court line use hula hoops to mark the bingo grid 4×4, spread out generously to take up space reaching to almost the opposite baseline
  • Inside of each hoop place a numbered poly spot

 
Description of Game:

  • Divide students into pairs or small groups and place at one baseline spread out next to cone and hula hoop
  • Students have a pattern card to follow and must attempt to complete by throwing and catching at the appropriate hoop
  • As a successful catch is made, students look down at the number poly spot in the hoop, return to home hoop and mark the box they have caught with a dry erase marker and then remember the number they stood on and each decompose into an addition problem. So if they caught the ball on the number 10, they would each write out a problem that equaled 10 (so 5+5, or 4+6, or 7+3…)
  • Students continue taking turns with tossing/throwing & catching until a pattern is complete and then trade the card in for the next pattern. Pattern cards vary in difficulty.

Number Madness

Set up:

 

Number Madness

Collect popsicle sticks by finding the sum of the two numbers that were rolled using the dice!

Equipment:

Set-Up:

  • Place the 12 buckets and stations signs around the perimeter.
  • Put the hoops in the center. In each hoop put a whiteboard, marker and two dice.
  • 2-3 students at each hoop.

How to Play:

  • Two people to a hoop
  • Each hoop contains a white board and two dice
  • Students take turns rolling dice (each rolls one dice)
  • Students add the two dice together (older students can multiply the dice together) You can use the whiteboard to write out the problem.
  • Students run to the number on the wall which is the sum of their two dice
  • Once at the sum (# on the wall) they must do the exercise that it says to do then grab a stick out of the bucket below and return to their hoop with their stick.

Three Person Hockey

Set up:

 

Three Person Hockey

Learn how to take a face off, play one on one, stick handle, play defense, pass/shooting skills! 

By Erin Sabyan

Objective:

Learn how to take a face off, play one on one, stick handle, play defense, pass/shooting skills

Equipment:

Set Up:

  • Set up multiple triangles using three cones each. Cones should be 10 – 15 ft. apart and triangles should be spread out enough to give players ample safe playing space.
  • Place two hockey sticks and one ball or puck in each triangle.

Gameplay:

  • Groups of three players go to each triangle of cones. Two players each pick up a hockey stick and place the ball/puck in the middle of the triangle. The third player stays on the side and rotates in every time a goal is scored.
  • The two initial players start with an “NHL” style face off. This means they line up and face each other with their sticks on the floor, on each side of the ball/puck. Then, they tap their sticks together above the puck and back to the ground. This occurs 3 times while saying, “N”, “H”, “L” with each tap in the air. After the “L” (3rd tap), play starts and the players move to win the face off. The first player to shoot the puck into any of the three cones is the winner. The person who lost rotates out with the person waiting their turn and the next round starts.

Flagby

Set up:

 

Flagby

Capture all the players from the other team behind your baseline! 

By Erin Sabyan

Objective:

Capture all the players from the other team behind your baseline.

Equipment:

Set Up:

  • Play is set up on a volleyball sized court with cones or floor markers for the boundary.
  • Players separate in to two teams using Sleeve-Its and or pinnies. 
  • Each player wears one Super Strap & one Super Flag.
  • Spread all six BIGFish throughout the playing area.

Gameplay:

  • Game starts with all the players of each team starting on their own side of the court.
  • Players try to pull the flags of the opposing team. When they accomplish this, they must drop the flag onto the ground so the opposing player can get pick it up and get it back. That player is then considered “caught” and must go behind the opposing team’s base line.
  • Players can get out from behind the base line if a teammate tosses them a BIGFish. 

Note: Throwing the balls rugby style works the best and should be taught as a skill to learn. The player who has been captured must catch the BIGFish in the air to get out. After they catch the BIGFish, they perform a dropkick to kick the ball back into play. After the drop kick they come back in.

Note: Drop kicks involve a player dropping the ball and then kicking it when it bounces off the ground.

  • Players cannot run with the BIGFish. They must throw them to advance them forward.
  • If one team gets all the opposing players captured behind their base line, they are the winners.

Game Discussion:

This is a great strategy game and the students should be allowed 30 seconds between rounds to discuss team strategy. It is a good idea to designate players whose role it is to capture other players and have players designated to get their teammates back. Depending on the player’s ages, they will figure out this strategy on their own.

Triangle Cannons

Set up:

 

Triangle Cannons

Get as many laps around the triangle as you can!

By KayDee Perry

Objective:

Get as many laps around the triangle as you can.

Equipment:

Equipment Note: All teams should color coordinate their equipment.

 

Set Up:

The playing area should be a large circle shape.
Create 6 triangles using 3 cones/markers each. Place the triangles evenly around the outer edge of the circle, with the triangle point facing away from the center. Each triangle should be a separate color that will coordinate with all other equipment used.
Place two cannons inside the top part of the triangle and load each cannon with 2 foam balls each.
Place one hoop in the middle of the triangle. 

Gameplay:

One player is selected to go first as the cannon launcher.  The other players start behind that player.  Play starts when the first player jumps/stomps on both cannons and launches the 4 balls into the center of the playing area. 

Note: All six teams are shooting the balls into the middle to make it harder to retrieve the correct color balls.

As soon as the balls are launched, the player who launched them starts running laps around their triangle and keeps tally of how many laps are run.  All of the other players have to retrieve all 4 of their team’s color balls from the circle center and place them into their hoop to end the round.  Then the player who ran the laps writes down their number.

The players take turns being the cannon launcher/runners.