Content Area: Health and Physical Education
Index: 2.5A Grade 2 CPI 1
Standard: 2.5 - Motor Skills
Strand: A - Movement Skills
Cumulative Progress Indicator: 1 - The student will perform movement skills
(locomotor, nonlocomotor, and manipulative skills) with developmentally
appropriate control in isolated (skill practice) and applied
(game/sport/dance/recreational) settings.
Grade: 2
Sample Activities:
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LET' S PLAY TAG - Tag games teach children how to negotiate
objects, stay within boundaries, and flee from chasers. Here are several
variations of tag games designed to teach these concepts.
Spiders - Two lines, 30 to 40 feet apart, define the playing area and the
game is played from line to line. Between the lines scatter hoops—the more
hoops, the more taggers. Assign one student to stand inside each hoop. These
students are the “spiders.” The spiders may stretch far as possible but must
keep both feet inside the hoop. The hoops may not be moved. The runners (any
locomotor movement works) try to move from one line to the other without being
tagged by a spider. Ten points are awarded for each successful crossing. If a
student is tagged, points are not scored. No one loses points.
Variation: Rather than award points, tagged students must obtain a hoop and
become a spider. When all students are tagged, begin the game again allowing new
spiders to scoot inside the hoops to tag students.
Amoeba Tag - Students scatter within a large play area. One person starts
as the “amoeba” (tagger). When tagged by the amoeba, the tagged player joins
hands with the amoeba. When the amoeba becomes a chain of four, it splits,
creating two amoebae (sets of taggers). The game continues until most of the
players have become amoebae.
Tag Zone - For this game, you need a large play area. One end of the play
area is the start line and the middle 10 yards of the play area are the tag
zone. Students must try to cross from the start line to the other side going
through the tag zone. Position several taggers in the tag zone. Students must
cross this zone without being tagged. The taggers may not leave the zone. If a
traveler is tagged in the zone, he/she must return to the start line. Once a
traveler successfully crosses to the other side, he/she may return to the game
by going out of bounds and returning down the sidelines.
Lighthouse - For this activity, you need a large play area (the ocean)
and items randomly scattered as islands (e.g., mats, chalk outlines, rope
borders). Students pretend they are ships trying to cross the ocean. All of the
ships start at the dock (use a cone, carpet square, or poly spot) and must try
to cross the ocean to a similar dock on the other side. The ships must stop at
least one time during the crossing to refuel at one of the islands. To refuel,
the student/ship needs to place one foot on the island and then continue to
cross the ocean. Each island has a lighthouse troll who does not want the ships
to refuel. The troll, who cannot leave the island, tries to tag each ship
stopping to refuel. If a student/ship is tagged by a troll, the ship must remain
on the island until it is able to share fuel from another ship (students give
each other a high five). Once ships cross the ocean, they return to the original
port, refueling once again along the way. Provide opportunities for all students
to be ships and trolls.