Bump Basketball (Official Rules)

Setup and Equipment: 2 Basketballs, Basketball Court – Free Line marked

Objective: The object of the game is to “bump” the other players out of the game by making a shot before the person in back of you in the line does.

  • Order is established by forming a line at the free throw line.
  • All players must attempt their first shot from this point.
  • The first and second players in the line get a basketball. Play begins with the first person in line taking the first shot.
  • After the 1st player shoots, the 2nd player may shoot.
  • If the first shot by a player is missed they must follow their rebound and try to make a basket from anywhere on the court.
  • The game at this point is between player #1 and #2
  • If player #2 makes a shot before the first player, then player #1 is “bumped” from the game.
  • If Player #1 makes a shot, the ball should be rebounded and immediately passed to the third player in line. The contest is now between players #2 and #3.
  • Players may only touch their own ball. There is no basketball skill involved in hitting a basketball with another basketball, so this is not allowed in the official rules of “Bump”.

 

Halloween Activities

Warmup: Monster Mash – Music: Monster Mash

  • Eight Steps Forward, back – Frankenstein Style
  • Criss Cross Arms – Four counts – two with right arm top, then two with left
  • Hammer Fists – Eight Counts:  two with right fist on top, then two with left
  • Hitch Hike – Eight Counts – two with right thumb, then two with left, two with right, two with left.
  • Twist 8 counts: Start the first two counts while you twist back and forth, then go lower for each two counts until you finish the final 2 counts about knee-high.
  • Repeat the steps above for two stanzas. Then for the rest of the song twist high, low, one foot, then the other.

Pumpkin Tag

Setup and Equipment:

  • Four yarn balls for the Taggers/Witches (Halloween style stuffed toys are a fun alternative)

Guidelines:

  • Start up the Halloween music.
  • Witches tag the other players and turn them into pumpkins
  • If a child is tagged, the child must freeze and sit down on the floor in a pumpkin shape (arm hugging his/her knees to the chest with one fist making a stem on his/her head).
  • In order to become “unfrozen,” any player that is not a “witch” must see the frozen pumpkin, and give their stem a high five to free them.

Ghostbuster Tag

Setup and Equipment:

  • Music: Ghostbusters Theme with the Simpson’s Halloween Special as transition music to pick new taggers.
  • Stuffed Halloween Characters to use as taggers.
  • One mat is set up in front of each wall – these are safe bases
  • 4 people are designated as “its” – they may throw (shoulders or below) or tag players.

Guidelines:

  • The four “its” start the game in the center circle of the gym
  • The rest of the players stand on one of the mats to start the game
  • Players run from one mat to another and try not to get tagged
  • Players may rest on a mat for five seconds and then they must go to a new mat.
  • If they are tagged, they are turned into a ghost and go to the “ghost jar” (center circle).
  • Players get out of the ghost jar when another player enters the middle circle and says to them, “Who you gonna call?” In response the player must say,”Ghostbusters”.
  • There are “free walkbacks” when a player is freed from the ghost jar if both players raise their hands and return together to a mat.
  • Play continues for about two minutes while the Ghostbusters theme is played.
  • Play the Simpson Halloween Special music to transition to new taggers for the next game.
  • When this song is played the students who want to be “it” come up to the black line in front of the front wall , then sit cross-legged and raise their hand.
  • The players that have just completed their turn as “taggers” will now hand the Halloween tagger to another player.
  • The “new its” go to the center circle to begin a new game.
  • The “old its” go to the opposite wall to begin the next game.
  • This sequence for picking “new its” continues until all students complete turns.

 

 

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.

Warmup: Toe Knee Chestnut

Equipment and Setup:

Go to the Learning Station Web Site for the Original Movements and Lyrics.

1. Tony Chestnut knows I love you.   Point to your toes, knees, chest, head, nose, eyes, heart and straight ahead.

2. Tony knows.  (Tony knows.) Point to your toes, knees and nose.

3. Tony Chestnut knows I love you.  Point to your toes, knees, chest, head, nose, eyes, heart and straight ahead.

4. That’s what Tony knows. Point to your toes, knees and nose.

5. Tony, Tony and his sister Eileen.  Stand and balance on one foot,  then lean to the right.

6. And Eileen loves Neil and Neil loves Pat.  Everyone lean to the right, kneel and pat your bottom.

7. But Pat still loves Bob. Bob your head up and down.

8. And there’s Russell and Skip.  Rustle up your hair, then one skip and hold a balance on one foot.

9. This song is silly, but it’s hip. Make a silly face (thumbs in ears and wiggle fingers), then stick out your right hip.

10. How it ends, just one man knows. Shake your end, hold up one finger, point to self, then flex your muscles.

11. And guess what (what), it’s Tony Chestnut.  Finger next to head (thinking).  Point to your toes, knees, chest and head.

  • Music will begin to move faster…
  • Repeat the lyrics and movements.

Tony Chestnut

From the CD, Tony Chestnut & Fun Time Action Songs

Copyright 1997, Monopoli/The Learning Station

www.LearningStationMusic.com

Warmup: Takeoff and Land

Equipment and Setup:

  • Music for Airplane Travel
  • Cones spread out in front of walls, so students move in a circle.

Activity:

  • Students spread out in the gym in a large circle.
  • Teacher says,”Pilots, start your engines”.
  • Students spread out their arms with one knee on the floor.
  • Teacher says,” Fasten your seatbelts and prepare, for takeoff”.
  • Students fasten seatbelts and begin to slowly walk a bit faster.
  • Teacher says,”Cruising Altitude”.
  • Students glide their arms through the air, while jogging.
  • Teacher says, “Prepare for landing”.
  • Students begin to slow down and lower their arms.
  • Teacher says,” Wheels on the ground”.
  • Students slow down and come to a complete stop.

P.E. Lesson: Flying Disc

Equipment and Set Up

  • Partners
  • One disc for each pair

Backhand Throw

  • Place your thumb on top of the disc, and your index finger on the outside edge.
  • Curl your other fingers under the rim, and grip firmly.
  • To make your throw, turn your side to your target,
  • Point your throwing elbow at your target, and step toward the target with your front foot.
  • Extend your arm, and snap your wrist as you release, pointing at the target.

Clap Catch

  • Hold hands out in front of you, one above and one below.
  • As the disc comes into your hands, “clap” it between them.
  • Keep your eyes on the disc as it comes into your hands.

Two Hand Catch

  • Both hands in front; palms out; thumbs down.
  • Bring your fingers to your thumb as disc hits hand.
  • Alternate throwing and running/catching.
  • Use the two hand catch when you can.

One Hand Catch

  • One hand in front; palm out.
  • Higher than waist; turn your thumb down. Lower than your waist; your thumb is on top.
  • Bring your fingers to your thumb as the disc hits your hand.

Under the Leg Catch

  • As the disc nears, lift 1 leg high enough for the disc to fly under.
  • Catch with 1 hand behind your leg.

Forehand Throw

  • Face your target
  • Throwing arm out to the side, away from your body.
  • Hold your thumb under the front side of the rim.
  • Curl your fingers under the front edge
  • Bring your throwing elbow to your hip.
  • Keep the disc parallel to the ground.
  • Flick your wrist as you release the disc

Warmup: Meet and Greet

Setup and Equipment

  • Class breaks into partners – It works well to play music, then stop the music and have students stand back to back with someone near them.
  • Line up two lines with equal numbers of students
  • Initially you may want to  put Poly spots  down so that students are spread out equally.

Guidelines

  • Stand facing your partner with the middle line in the gym between you.
  • On the teacher’s signal, you will run to the wall in back of you, touch the wall,  and return to face your partner.
  • Each time you meet, the teacher will add a simple physical task for you to complete.
  • These activities will be cumulative. So, it is important to remember each task.

Here’s a Start:

  • High-five R hands
  • High-five L hands
  • Jump and turn 360°
  • Jumping high-ten
  • Elbow turn R and L
  • Do si do
  • Create your own

P.E. Game: Flying Disc (Frisbee) Bowling

 

Setup and Equipment:

  • Flying Discs (One for each relay team),
  • Targets are set up in bowling formation at the opposite end.
  • Soft Foam Targets (25-30).
  • Teams are set up in relay style.

Guidelines:

  • The object of the game is to be the team that knocks over the last target.
  • The winner is whoever has the most fun!
  • One player from each team runs to the center line and throws the disc and tries to knock over as many targets as they can.
  • Then, they retrieve the disc and run it all the way back to their line and hand off to the next person in line. Note: watch out so you don’t run in front of a thrown disc.
  • You can also use balls, beanbags, etc.

P.E. Lesson: Deck Rings

Tossing:  Teacher led demonstration

  • Toss right – catch right.
  • Toss right – catch left.
  • Crossover – Left to Right, then right to left.
  • Toss – clap once, then twice, three times and catch.
  • Toss up, then catch in a kneeling position.
  • Toss up – make 1/4, 1/2, 3/4, then try a 360 degree complete turn.

Tricks

  • Put deck ring between feet, jump and catch.
  • Toss deck ring up and catch on your foot.
  • Throw deck ring in the air and catch down your arm.
  • Partner toss – pass on a signal so both are in the air at same time.

Fun with Deck Rings

  • Run in front of deck ring and pick up with one hand
  • Jump over your deck ring as it rolls- How many times?
  • Run along side deck ring and pick it up with your foot
  • Spin you deck ring

Deck Ring Partner Tunnel Activity

Setup and Equipment:

  • In Partners
  • One partner gets a deck ring, the other partner stands in tunnel style with feet wide apart.
  • Tunnels should spread out around the gym.

Guidelines

  • On teacher’s signal the student that has the deck ring kicks the deck ring through the legs of as many “tunnels” as they can in one minute.
  • Switch and let the other partner try it.
  • Next time around, let the first partner kick it through the legs of as many people as they can, but this time the “tunnels” will sit down after they have had five of the deck rings slide through their legs. How long does it take to get all of the “tunnels” sitting down.
  • Switch and let the other partner try it.

 

Deck Ring Tunnel Game

Setup and Equipment:

  • Partners
  • Spread out around the gym.
  • One partner gets a deck ring, the other partner stands in tunnel style with feet wide apart.

Guidelines:

  • On teacher’s signal:The partner is who is the “kicker” attempts to  kick the deck ring through as many tunnels (legs)  as they can in one minute (times may vary).
  • Switch and let the other partner try it
  • Next time around, let the first partner kick it through as many tunnels as they can, but this time the people who are the  tunnels will sit down after they have had five of the deck rings slide through their legs. How long does it take to get all of the “tunnels” sitting down.
  • The teacher may want to time this, then you can challenge the other partners to see if they can better the time.
  • Switch and let the other partner try it.
  • Variation: May also use foam balls or deflated soccer balls, etc.

 

P.E. Lesson: Getting Ready for the Jogathon

Jog/Walk Progression

  • Add a lap each week starting the third week in April.
  • This will help prepare students for the Spring Jogathon and the 4th/5th Track Meets.
  • At Edison: Students run a half block, starting at the gym, then towards Onyx Street, down to 23rd, then back to Emerald and the Gym.
  • Jogathon Preparation: Give each student an index card and set the timer for 10 minutes (first class) 15 minutes (second class) and so on.
  • Mark off the cards with a marker for every lap that students complete.
  • OR… use a hole puncher to punch the index cards.

To add interest and variety:

  • You can give students stickers will for each lap.
  • Read off the elapsed time when each student completes a lap.
  • Wear Pedometers: Estimate steps before running.