2. Lesson Plans » Grade 4-5

Scooters

  • Scooters are not skateboards, no standing on them. Start moving when you are on your scooter (Never run and jump on your scooter).
  • Set this up in your gym by putting half of your class spread out on the line at one end of the gym and the other half on the opposite end. Students will practice moving using all of the following methods. It’s important that students know that these are the only safe ways to move on your scooters. It also helps to have students make the effort to avoid collisions at the center of the gym.
  • The students follow the directions for each of the following movements by moving to the opposite end of the gym on the teacher’s signal, turning around and waiting for the next direction.

Get on your scooter and move in one of the six ways listed below.

  1. Walk Forward: Pull forward with feet only – Hands on side handles
  2. Walk Backward: Push backward with feet only -hands on handles, turn head around slighltly to see behind you
  3. Arm Pull Forward: Lie on scooter and balance, use hands only to pull your body forward.
  4. Alligator: Lie on scooter – Use hands and feet
  5. Double Knee Coast: Both knees on scooters -
  6. Use hands to pull yourself forward
  7. One Knee On: Use the foot on the floor to propel yourself forward, while both hands hold onto the side handles.

Musical Scooters Warmup Activity

  • Students move in one of the modes from above.
  • When the music stops, spin yourself by using your hands only
  • Variation: Do a dead bug, by flipping on to your back, holding the scooter in the air and shaking your scooter and legs in the air.

Scooter Games:

Scooter Freeze Tag

Scooter Basketball

Diabolo, Juggling and Hug Tag

Juggling 1 ball:  Throw – Catch, Throw – Catch

1. Throw and catch using one hand, then the other
2. Throw with one hand and catch with other
3. Throw, clap, catch with other hand
4. Throw, clap, clap, catch with the other hand
5. Throw, clap under leg and catch with the other hand and so on
5. Throw, turn all the way around and catch with other hand, etc.

Juggling 2 balls: 1. Throw – Throw, Catch-Catch

  1. Start with two balls in your favorite hand, throw one up, when it gets to the top, throw the other one
  2. Throw around in a circle, throw the first one out toward the side, when it peaks throw the second in the same arc, keep them going in a circle
  3. Throw in circle from outside to the center
  4. Do each of these 3 moves with the other hand
  5. Hold a ball in one hand, throw the first across like a big letter “x”, when it gets to the top throw the second up and across the other way; catch the first, pause, catch the second

Three Balls; Throw – Throw – Catch – Throw – Catch

  1. Start with 2 balls in your dominant hand. #1 is held loosely on the finger tips, #2 is in the other hand and #3 is deep in the dominant hand.
  2. Throw #1, Throw #2, Catch #1, Throw #3 and let #2 and #3 fall
  3. Throw #1, Throw #2, Catch #1, Throw #3, Catch #2 and let #3 fall
  4. Throw #1, Throw #2, Catch #1, Throw #3, Catch #2, Catch #3

Diabolo

  • Start by setting the diabolo on the string and then on the floor to your right.
  • Set the diabolo in front of your right foot, stand up and move to farther to the right if possible.
  • The farther the diabolo is set to the right of you, the more spin possible. (Note: lefties will need to set the diabolo to the left)
  • Before rolling the diabolo, stand pointing your sticks at the diabolo off to your left. The string should be hanging from sticks to diabolo. If not position the diabolo even farther right.
  • Roll the diabolo across the floor in front of you. Start your roll slow, but accelerate faster as the diabolo moves left.
  • As the diabolo reaches a point in front of you (before your left foot’s position); gently lift the diabolo up with both sticks.
  • The diabolo should be spinning counterclockwise.
  • Try to center the diabolo and begin to pull harder with the Right handstick.
  • Practice goals are to reach a medium speed without causing the diabolo to swing wildly after the pickup.

 

Valentine Hug Tag

Setup and Equipment:

  • Four soft red balls for the “cupid – its”
  • Practice the hug: Lean forward with two soft taps
  • Practice the Macho Hug: Do a thumb handshake with two hand taps on the other person’s back
  • Practice becoming a “heart” by lifting arms (elbows up) above their heads and pointing their hands downwards to the top of their head.
  • When a person is tagged they stand frozen in this position.

Guidelines:

  • The “cupid – its” attempt to tag players by throwing or tagging them with the red ball
  • If a player is tagged, they stand frozen in the “heart” position
  • A heart is unfrozen and the player returns to the game when another player gives them a hug – or a “macho hug”
  • Continue the game by having the “old its” pick “new its”until turns are completed by each student.

Corners

Setup and Equipment

  • 4 Cones: Set up near each corner of the gym.
  • 4 Signs with various locomotor movements. (4 different movements on each card).
  • Set up an equal number of students to start at each corner.
  • Start the music to begin

Guidelines

  • Each group reads the top item on their list and moves in counterclockwise direction to the next cone.
  • At the next cone, read the first item and complete that movement to the next cone.
  • Continue completing the 1st item on each card until you reach your starting point.
  • Now, do all of the #2 items on each card, until you reach the starting point.
  • Continue this pattern until all four items on each card are completed.
  • You may start over on #1 and continue until the music stops
  • Walk
  • Gallop
  • Side-Slide (facing inside area)
  • Crab Walk
  • Jog
  • Power Walk
  • Skip
  • Grapevine
  • Tip-Toe Walk
  • Gallop (change lead foot each time)
  • Hop
  • Heel Walk
  • Invisible Jump Rope
  • Side-Slide (facing outside area)
  • Run
  • Offense vs. Defense

    Setup and Equipment

    • About twenty foam balls
    • About 15 foam targets
    • Form two lines next to each other to enter the game. One line is offense, the other line is defense. (Use cones to designate).
    • One player from the offensive line enters the game with their defensive partner.
    • The defensive partner picks up a foam target and sets in down on a a spot. They will be trying to protect their team’s target.
    • The offensive partner picks up a foam soccer ball. They will be moving anywhere in the gym in an attempt to know over other targets.
    • Have 3 or 4 people in the “next in line ” to start the game.
    • Students spread  the targets are at least 3-4 feet per player. No placing them in a corner or against a wall.
    • Using polyspots or floor markings to designate placement of the targets will help spread the game out and encourage individual play.

    Guidelines

    • Play begins…
    • The object of the game is for the defensive player on each team to block any shots at their target.
    • The offensive partner will be moving around the gym and attempt to knock over other targets by using soccer skills, while kicking ball. keep your target up while knocking other targets over.
    • When a foam target is knocked down -the defensive player should tell their offensive partner that they are out. Then they bring their target to the line and hand it to the next person in the defensive line.
    • Now the players will switch their roles in the game. The defensive player goes to the end of  the offensive line, while the offensive player will now go to the end of the defensive line.
    • Players always switch from offense to defense after each turn.
    • Game continues for as long as time permits.

     

    Soccer

    Floor is setup in a scattered fashion with polyspots, domes, hula hoops and balls (in hula hoops)

    Dot Stop:

    • Warmup: Students get a ball and begin to dribble with their feet anywhere in the playing area.
    • On Teacher’s signal students trap the ball on as many different polyspots as possible
    • Each time they trap a ball on a spot they earn one point
    • After one minute, check with students to see how many points they earned
    • Repeat activity to see if they can improve their score
    • Add targets (used in Take a Chance Games)
    • If a target is knocked over they lose a point

    Zero Ball:

    • Students get a ball and begin to dribble with their feet anywhere in the playing area.
    • At the beginning of this activity the students have zero points
    • The object of this game is to have zero points at the end of the game
    • Music starts and students dribble at any speed they chose
    • When the music stops, they are expected to trap the ball under one foot
    • The students get a point if they are unable to trap the ball within the teacher’s count of one, two.
    • A point is also earned for bumping another ball or bumping a cone
    • After playing for awhile, start the game back at zero points again

    Close the Tunnel

    • Students get a ball and begin to dribble with their feet in the playing area
    • On teacher’s signal – half of the students stand in a wide straddle position.
    • These “tunnel” may pass aball to themselves in the air, while the other students are dribbling their balls.
    • The other half of the students will dribble their balls on the floor, and attempt to pass a ball through as many tunnels as possible.
    • The “tunnel” students should count how many balls pass through their legs.
    • When five balls have passed through a tunnel, that tunnel is closed and feet are together.
    • When all of the tunnels are close students change positions.
    • Teacher may time students, then see if they can improve the time it takes to shut down all of the tunnels.
    • Variation: Tunnels open and close (jumping jack style)

    Driving with Style:

    • As the students are dribbling on the floor they must follow the following driving rules:
    • Going for a Drive = Dribble in area
    • Stop Light = Trap the ball
    • Around the block = Dribble around hoop
    • Flat Tire = Stop ball with stomach
    • Out of Gas = Toss and catch the ball
    • Race Car = Dribble faster, but in control
    • Delivery Truck = Dribble around a cone and back
    • Parking Lot = Leave your ball and get a new one
    • Rush Hour = Dribble while changing lanes often
    • Curvy Road = Dribble in a curvy pattern
    • Hilly Road = Dribble four to five touches, then trap
    • Billboards = Keep eyes up

     

     

    Dribble Train

    Setup and Equipment: Break students into 6 teams, each student has a basketball and has some dribbling experience.

    Guidelines:

    • The object of this activity is to get students a lot of practice dribbling a ball.
    • Teams line up and the line follows the leader at the front of the line.
    • The teams will “snake” around the gym in without crossing through another team.
    • Their leader should move at a steady pace and try to keep the team together.
    • If someone loses their ball, they can retrieve it and return to their place in line.
    • When the teacher blows the whistle or stops the music, they can state the command, “Rotate”. This will mean that the first person in line goes to the end of the line and everyone moves up one spot.  Each team now has  new leader to follow.
    • Continue until all students have  a chance to be the leader.

     

    Basketball Game: Triple Shot

    Triple Shot Basketball

    Setup and Equipment:

    • For the teacher led demonstration chose three or four students

    • The demonstration is important especially for the second shot of the three shots. (Shooting from the spot you rebound from)

    • Each of the four teams has one basketball and a polyspot to designate an approximate free throw.

    • Another option for this game is to use the terms “recreational” and “competitive”for different games, this allows students to choose the game that is the best match for their skills.

    • In a typical Gym class four groups line up in back of the free throw line and start shooting on the teacher’s signal.

    Rules:

    • Each Player gets three shots

    • SHOT ONE: From inside the free throw line – worth three points.

    • SHOT TWO: Wherever you catch the rebound from – worth two points.

    • SHOT THREE: A layup – worth one point

    • After turn is completed, pass the ball to the next person in the line.

    • Groups add each player’s points to their total.

    • After two or three minutes the teacher calls the game and all of the group rotates to the next basketball hoop.

    • The scoring continues at each of the four designated hoops.

    • The goal is to get your team to score as many points as possible, though, as usual, the most fun wins.


    P.E. Lesson: Pajaggle

     

    Pajaggle Stacks

    • Hold up a Pajaggle (large foam puzzle piece) and show the students that the outside piece is the ring. Click Pajaggle for more information.
    • The inside piece is the insert. If there is a still smaller insert, this is called a mini insert.
    • Note: Use your hand only whenever you are removing an insert from a ring.

    Activity: Team Pajaggle

    • Distribute a class set of Pajaggles (Large foam puzzle pieces) at one end of the gym.
    • Separate the rings and the inserts.
    • Relay: Line up the classes in four equal lines at the opposite end.
    • First person on each team gets ready to run.

    Guidelines:

    • On the  teacher’s signal, students run to the end of the gym and pick up one ring.
    • They run back to their line and give a high five to the next person in line.
    • The second person in line will pick up an insert that they think matches the ring.
    • If it fits, the next person in line runs down and gets a new ring.
    • If the insert does not fit, the next person in line returns the insert and tries to find another one that fits.
    • This continues all of the pieces are gone.

    Game: Chasers and Puzzlers (This event is timed)

    Setup and Equipment

    • The class is divided in half.
    • One half of the class are the chasers and the other half is the puzzlers.
    • The puzzlers sit around the center circle in the gym.
    • The pajaggles are set up at one end of the gym with the inserts taken out.
    • The chasers line up their relay teams, so they can easily pass beside the puzzlers in the center of the gym.

    Guidelines:

    • On teacher’s signal, the chasers run one at a time to pick up one piece at a time and hand it off to the puzzlers.
    • The puzzlers will begin to put the pajaggles together in one giant puzzle.
    • Chasers continue running until all of the pieces are in the center of the gym.
    • Puzzlers continue until the giant puzzle is put together.
    • The teacher stops the time when everyone is sitting down and the puzzle is completed.
    • For a Challenge: Classes may compete against each other, to see who has the lowest score

     

    Go to the Pajaggle Website for more information.

    P.E. Lesson: Fitnessgram

    FITNESSGRAM: is the national fitness test battery for youth. The assessment includes a variety of health-related physical fitness tests designed to assess cardiovascular fitness, muscle strength, muscular endurance, flexibility, and body composition.

    Personal fitness self-testing is considered to be the principal use for FITNESSGRAM test items. Students are encouraged to do their personal best and improve their “PR” on subsequent tests during each school year.

    Pacer: The Pacer running test is administered in the gym.  Students run from one end of the gym to the other (20m) at the pace of the CD. Students are allowed one lap to catch up if they fall behind the beep sound that designates the time allotted to for each lap. When a student does not make the lap in time, their test is over.

    pacer runner’s grid.xls Rather than have the whole class run at the same time, students pair up and tally for their partner on this sheet. One partner lines up at the starting line, while the other partner sits at the side of the gym and puts a line through each number as laps are completed.

    Skill Practice/Activity: Group Juggle

    Setup and Equipment:

    • A variety of balls and other objects can be used. Doing  a bounce pass with a basketball is a good place to start. Students are spaced out around a square grid such as a four square floor design.

    Guidelines:

    • Team of players are set up at the corners and lines outside of a four square floor design. For larger groups everyone will need to take a step or two back to accommodate everyone.
    • The first player passes a ball to someone across from them (Note: Not next to them unless they are the last player)
    • The second player passes the ball to someone across from them.
    • This continues until everyone has the ball at least one turn.
    • It is important to remember who passes you the ball and who you will be passing to.
    • To learn names, you can also have students call out the name of the person they are passing to.
    • After your team can successfully pass the ball in a continuous fashion, the starter may add another ball.
    • Additional balls can continue to be added as long as the team is successful.

    Tip for Success: Do not watch the ball – watch the person that passes you the ball.