Tagged with 'White Boards'

Break the Code

Set-up:

 

Break the Code

Be the first to break the code in this find and spell cross curricular game! 

Objective:
For students to find the letters to spell a given sight word and earn points for their team using cross
curricular methods.

Grade level:
K-3

Equipment:

Set-up:

Put TriGoal™ in the center of the activity. Scatter the numbered spots around the tri-goal, make sure each spot has a letter on the bottom. Put hoops on the perimeter. In each hoop put a marker-board, marker, a ball, and code sheet.

 

Rules of the game/safety:


Send two students to each hoop. They should look at the code sheet in their hoop, determine who goes first, and then go to the numbered spot and try and score a goal. If you score a goal, look at the other side of the spot for your letter, and go back to your hoop. Write down the letter you earned. The next person then goes to another spot and tries to earn the next number/letter. Students should watch for personal space when retrieving their ball. If you get through your entire sheet, you can show the teacher, get a new sheet, and a new type of ball to send to goal.

Variations:

  • Use sight words, spelling words from classrooms, or sports terminology to spell.
  • You could add up the numbers too.
  • You could put the balls on the spots to start instead of the hoops.

Posted in Activities

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.

Posted in Activities

Word Up

Set-up:

 

Word Up

Be the first team to assemble 4, 5, and 6+ letter words as a team through the roll of an alphabet dice.

Objective:
To be the first team to assemble 4, 5, and 6+ letter words as a team through the roll of an alphabet dice.

Grade Level: 2-8

Equipment:

How to Play:

  • Students are placed in teams of 2 or small groups
  • 1 member from each team competes against another member from different team at hoop level 1.
  • Each player rolls 1 dice
  • Opponents play 1 round of R-P-S (rock, paper, scissor) to see who wins.
  • Winner remembers both letters which were rolled and reports them to home base to begin forming a word
  • Loser jogs 1 lap or performs given exercise and chooses1 letter to remember and bring back to home base.
  • If you roll a “sloppy dice” (outside of hoop), its an automatic loss
  • Students alternate turns and remain at same level until that level word is formed.
  • Student/team may advance a level once the word is formed.
  • Starting Level is red hoops and championship level is purple hoop
  • Team wins once all words have been completed!
  • Difficulty of words is based on level of hoop competing at.

Posted in Activities

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”

Posted in Activities

I Like to Move It Move It Math

Set up:

 

I Like to Move It Move It Math

Increase math composing/decomposing skills while being physically active with a partner or small group!

Materials/equipment:
White Boards – Set of 6 (21202-PS)
Skinny Hoops (14028-PS)
Colored Cone Set of 6 (21049-PS)
Alphabet Spots (70061-PS)
Foam Dice 2 sets of 6 (15034-PS)
The Zone™ Cone Folders Set of 6 (21192-PS)
Big Digit Timer (48025-PS)

Objective:
To increase math composing/decomposing skills with partners.

Description of Game:
One student at a time from each group will take turns being the leader and go to the center and select a number card and bring it back to their group. As a group they must use their whiteboards and write down as many different combinations of numbers they can use to get to the number they selected on their card.

When the leader brings the card back he or she will share the number with the group. The group will then run one lap together around the outside of the playing area. While running their lap they should be starting to think of number combinations to write down. Students can share with one another out loud or wait until they all return to their home spot. When they return they should flip their timer over and begin to share their combinations while the leader writes them down on the whiteboard.

Example: Addition: They have the number 12. Students can write down 6 + 6, 3 + 9, 4 + 8, and so on. Each group will have 30 seconds to complete as many combinations as they can. When they are done or can no longer think of any more number combinations, the group will look at their card and and see what color sticker is on it. That color will determine which exercise station they will go to for their group exercise. If the sticker is red then the student that is the leader will go to the red cone.

Each cone will have an exercise written in the cone folder. The leader will roll the two foam dice, which will determine how many of the exercise they will do. That student will come back to the group and lead the group in their exercise. When finished a new leader will go to the middle and repeat the process. 

Set-up:
Divide students into groups of 2, 3 or 4 depending on class sizes and assign them a letter and those students will go that spot. In the center of the playing area will be cards scattered face down. Around the perimeter of the gym will be 6 cones each with a cone folder. Next to the cone will be a hula hoop and two foam dice.

 

Variations:
Addition, Subtraction, Multiplication, and Division

Posted in Activities

Toss Boss

Set up:

Toss Boss

Work together and score as many points as possible by taking turns tossing ball/items into the round net goal!

Objective:

To work together and score as many points as possible by taking turns tossing ball/items into the round net goal. 

Equipment:

Description of Game:

  • One student from each group/pair grabs ball or throwing item and stands on the spot and tosses/throws/launches into any of the available round net goals
  • Students receive a point (different point values for each spot depending on distance from round net goal) if ball lands inside
  • Students take turns attempting to hit target (round net goal at various heights and flipped upside down)
  • While one throws, the next person (or partner) tracks the points.

Set-Up:

  • Place round net goals  in center of playing area (usually half court line)
  • Set up stations at each endline under the basket with whiteboard to track points
  • Place secret spots distanced from each other leading up to goals on both sides for maximum participation
  • Each station contains a hula hoop, whiteboard, and throwing items

 

Posted in Activities