Content Area: Health and Physical Education

 

Index: 2.5C Grade 2 CPI 1

 

Standard: 2.5 - Motor Skills

 

Strand: C -   Strategy 

 

Cumulative Progress Indicator: 1 -   The student will differentiate between competitive and cooperative strategies..

 

Grade: 2

 

Sample Activities:

 

·        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.

 

Click on the House to Return to the CD-ROM Home Page

 

New Jersey Core Curriculum Content Standards (NJCCCS)

CD-ROM (Version 1.0)

 

Project done in Cooperation with Newark Teachers Union (NTU) and Seton Hall University (SHU)

Copyright © 2006 - All Rights Reserved

 

For feedback, more information, or recommendations for future versions of this resource,

contact Mitchel Gerry - mg@ntuaft.com or Mike Maillaro - mm@ntuaft.com.

 

Local 481

AFT/ AFL-CIO