Edison PE Schedule 2019-20

Edison PE Schedule Monday through Thursday

UO students enter at the front door and sign in.

10:25-11:00      5th grade

12:00 -12:30     Kindergarten 

12:30-1:00        2nd grade

1:05-1:35         1st grade

1:40-2:10          3rd grade

2:30-3:00          4th grade 

No PE classes on Friday y 

PE and Music Schedules ( sane each day) 

eOpen times before 10:25 when the music and P.E. teacher will push into classrooms for part of the time. 

If you need to email Rachel, her email is farkas@4j.lane.edu

Halloween Tag Games

Pumpkin Tag

Setup and Equipment:

  • Stuffed Halloween character work well instead of yarn balls.
  • Gym mat in front of each wall for a 3 second base.
  • In our gym we randomly choose one team, which is 4-6 people to be taggers

Guidelines:

  • Start up the Halloween music.
  • Taggers can toss or tag by tossing or tagging shoulders or below.
  • 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 fist bump to free them.

Zombie Tag
Music: Halloween Favorites  with the Simpson’s Halloween Special as transition music.

Setup and Equipment:

  • Stuffed Halloween characters or yarn balls to use as taggers.
  • One mat is set up in front of each wall – these are safe bases

Guidelines:

  • One team of 4-6 students is randomly chosen as “its” – they may throw (shoulders or below) or just tag players.
  • If they are tagged, they are turned into a zombie, they have to find another zombie. Walk like a zombie until you find another zombie, then make a bridge with their hands, then a 3rd zombie will walk under the bridge and all three of them will have “free walk backs to a mat.
  • Play continues for about two minutes while the Halloween music is played.
  • When the music stops, choose a new team of taggers.

Hoop Driving

Equipment and Setup:

  • One Hula Hoop for each student.
  • Set cones (at least four) up as the outline for a large track on the floor.

Guidelines: Teacher Directed

Today students will be simulating driving a car by holding their hula hoop in the air as if it were a giant steering wheel.

  • Spread students out around the giant circle which is designated with the four cones.
  • Students will be following the directions of the teacher as they move around the gym in a counterclockwise direction.

Driving Actions: Teacher led demonstration followed by the students practicing the skill as they move around the gym.

  • Song 1.  Sound Effects  Start Your Engines: Turn on your car.
  • Song 2.  I’m Walkin’  Yellow light:  Move slowly with caution
  • Song 3.  Stop in the Name Red Light: Stop and Freeze
  • Song 4.  School Day  School Zone: Students are always happy as they go to school. Let’s see those happy children going to school.
  • Song 5.  Greased Lightning Highway: Speed limit is now 70 mph, not 20 mph like in the school zone. So, get moving!
  • Song 6. Rock Around Uphill: Lift your knees up high as you march up the hill.
  • Song 7. At the Hop  Flat tire – Hop on one foot until you are so tired you have to pull over. You may stand on one foot and balance as you await assistance.
  • Song 7. Grease Tunnel: Bend your knees and drive.
  • Song 8.  Sound effects Emergency vehicle: Pull over to the right side as the siren sounds.
  • Flat Tire: Hop
  • Stuck in the Mud: Jog in place
  • Interstate: Put your Car on cruise control
  • Rain: Hold your steering wheel with one hand and use the other as a windshield wiper.
  • Radio: This song is so good on the radio that you are going to pull your car over and dance inside your hoop. Music: Cha Cha Slide
  • Sunshine: Reach into the glove compartment to pull out cool shades — put them on using the “John Travolta” fingers in a “V” shape moving over the eyes
  • Muddy Road: Slide in the mud by sliding feet & moving hips

Two Directions at the same time!

  • Song 9 . Happy Yellow Light and School Zone –Slowly Skip in a School Zone
  • Song 10. Sound effects Uphill and in Reverse March backwards
  • Song 11.  Afro Nuts Reverse and School Zone Skip Backward in the school zone

Guidelines:

  • Today you are going  be driving a car with a large steering wheel (hula hoop).
  • Hold your hoop in front of you, like you’re driving a car.
  • First, you must learn the rules of the road as you move your car around the cones on “Gym Street”.

Music Playlist and Directions:

  1. Car Start and Drive Away Snow: Turn the key or tell Siri to start it: Start your engine! 
  2. Grease: RED Light – Stop – Stop your car and wait.
  3. You Make Me Feel Like DancingSchool Zone – Skipping happily!
  4. You Can’t Stop the Beat: Yellow light – Move slowly 
  5. I’m a Gummy Bear: Tunnel –  Walk low to the floor 
  6. Don’t Stop: STOP – Stop your car
  7. Life Is a Highway: Highway – Move faster, jogging and running
  8. Yakety Yak: Oil Slick – It’s very slippery, so be careful. Quick turns 
  9. Sirens-Remix (Sound Effect) Highway Police! – Pull over to the right.
  10. I’m Walkin’:  Flat Tire – Hop on one
  11. Cha-Cha Slide Radio: This song is so good on the radio that you are going to pull your car over and dance inside your hoop.
  12. Banana Song (From the Minion Movie): Potholes – leap over the holes
  13. Vehicle Reversing Beep: Reverse – Walk backwards
  14. Happy: School Zone – Skip backwards in Reverse

More: 

  • Stuck in the Mud: Jog in place
  • Interstate: Put your Car on cruise control
  • Rain: Hold your steering wheel with one hand and use the other as a windshield wiper.
  • Radio: The song is so good on the radio that you are going to pull your car over and dance inside your hoop.
  • Sunshine: Reach into the glove compartment to pull out cool shades — put them on using the “John Travolta” fingers in a “V” shape moving over the eyes
  • Muddy Road: Slide in the mud by sliding feet & moving hips

Musical Hula Hoops

Setup and Equipment

  • At least one hula hoop for each student in class.
  • Spread out hula hoops randomly on the floor.
  • Students stand in a hula hoop – Music starts and students begin a loco-motor movement.

Guidelines: Teacher Directed

  • Move outside of the hula hoops and when the music stops, step into the hoops that you are closest too.
  • When music stops, students stand in a hoop and balance on one foot.
  • Locomotor Skills: Skip, gallop, slide-step or grapevine, jogging, power walking

Jump In, Jump Out: Teacher Directed

  • At least one hula hoop for each student in class.
  • Spread out hula hoops randomly on the floor.
  • Students stand between the hula hoops –
  • Music starts and students begin a loco-motor movement.

Move into as many hoops as possible by:

  • Jumping in and out on two feet
  • Jumping in and out on one foot
  • Jump in on two feet and touch the floor
  • Jump in, lift hoop over head, jump out

Take Hoops to Gym Homes (Designated personal space)

  • Stand tall on one foot
  • Low balance on one foot
  • Hop on 2 feet out of hoop – Hop back in – 10 times
  • Hop on one leg out of hoop Hop back in – 10 times
  • Skip around hoop forwards
  • Skip around hoop backwards
  • Jump up and do a 360% turn
  • Hoop Spinning: Balance hoop with top hand and roll it forward
  • Back spin technique Bring hoop backwards to the side
  • Throw the hoop forward, flick wrist to create spin
  • Roll your hoop backwards then try to catch it on your foot
  • Partner Hoops: Roll your hoop with a partner at the same time

Cinchy Relay: 1/2/3/4/5

 Setup and Equipment

  • 6 Hula hoops and a large cone near the starting line
  • 6 Teams line up in relay style at one end of the gym.
  • Use hoops that correspond to their color teams if possible

Guidelines

  • The teacher rolls 6 hula hoops to the end of the gym at the same time
  • The first teams in each line runs to the other and and pick up one of the hoops and return it by putting it over a large orange cone that is set up in the middle near the starting line
  • Go to end of line after each turn.

Football without footballs

Football Warmup: 

Equipment and Setup:

  • Equipment: Sheet of paper for each player. Crumple up a piece of paper into a ball to simulate a football.

Move around the gym

  • Throw and catch with same hand, then opposite hand
  • Tap up with the palm of your hand as many times as you can
  • Tap up with the back of your hand
  • Throw ball up and catch with both hands
  • Run and dodge  like a football player

Partner Warmup and Game

  • One partner is the center, the other is the quarterback
  • Hike the ball and the center goes out for a pass
  • After catching the ball from the quarterback – switch roles

Game Rules

  • Hike the ball – Quarterback throws the ball
  • When partner catches the ball, then try to tag them.
  • When the music stops, switch roles and continue

Cooperative Blindfold Activities

Blindfold Obstacle Course

Setup and Equipment:

  • Blindfolds for half of the class.
  • Soft throwing balls (yarn balls)
  • Form partners – one has a blindfold on.
  • Gym is set up with cones, hula hoops, dome cones, etc.
  • The other partner is the body guard.

Guidelines

  • The object of this activity is for the “body guard” to safely navigate their blindfolded partner through the obstacle course only using verbal commands.
  • After a short period of time, switch places so each partner has a turn being blindfolded.

Horsing Around

Setup and Equipment:

  • Blindfolds for half of the class.
  • Form partners: One is the horse, the other is the rider.

Activity

  • Teach your horse how to walk, slow trot, and gallop
  • The partner that wears the blindfold to start is the horse. They hold the middle of the rope in front of them.
  • The partner holds the reins (ends of jump rope) and uses verbal commands to move the horse around the gym
  • Teach the verbal and nonverbal commands:
    1. Use “Whoa” for Stop – Pull back on reins
    2. “Giddy Up” for Go – Loosen and shake reins.
    3. “Left”, “Right”  Tug on that side.
  • After a short time the partners should switch places.

Blindfold Tag

Setup and Equipment:

  • Blindfolds for half of the class.
  • Soft throwing balls (yarn balls).
  • Form partners – one has a blindfold on.
  • One soft throwing ball (yarn ball)for blindfolded partner.
  • The other partner is the body guard.
  • Start the game with balls spread around on the floor, so commands must be given to pick up a ball.

Guidelines

  • The object of the game is for the “body guard” to direct their partner to a ball, get them to pick it up and throw it at another blindfolded player. This can only be done with verbal directions.
  • The “bodyguard” is not able help their partner except with verbal directions. They may not block throws. (For safety reasons, body guards may intervene to prevent player from bumping into each other).
  • Partners switch roles when their player is tagged by a ball.

Pickle Tag

Setup and Equipment:

  • One gym 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.
  • Yarn balls are generally used in this game.

Rules:

  • 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 three seconds and then they must go to a new mat.
  • If they are tagged, they go to the pickle jar (center circle).
  • There are “free walkbacks” when a player is freed from the pickle jar. Players get out of the pickle jar when a player not in the pickle jar – hooks elbows with them and gets them to a mat without getting tagged. As long as the students are connected they can’t be tagged.
  • Play continues for 1:30 -2:00 minutes, or sometimes the length of a song. then new “its” are picked.
  • For all tag games, we play a game song for the duration of one turn, then transition music (i.e. Jeopardy Theme) is used to remind students to pick “new its” for a game.
  • When this song is played the students return  the yarn balls to the container and everyone sits at their gym homes”. The teacher may chose a team of students or just have the students raise their hands in the air if they want to be a new tagger.
  • The transition music is set for about forty seconds.
  • The “new its” go to the center circle to begin a new game.
  • The “old its” go to one of the mats on the floor to begin the next game.
  • After choosing the new taggers, everyone else will begin the game on one of the four mats.
  • One issue that arises when using mats as bases is that some students jump, flop, or just decide to sit on the mats. To eliminate this problem, students that exhibit unsafe behaviors shall be considered tagged and go to the center circle in the gym. This keeps students playing the game and solves the safety issue.

Note: You can shorten up games and allow more turns by ending one of the “game songs” early and jumping to the transition music.

Castle Builder

Castle Ball

The object of this game is to throw dodgeballs to knock over opposing team’s castles while simultaneously protecting your own team’s castle from being hit.

  • Separate class into four teams.
  • Divide the gym space into fourths, giving each team a quadrant to defend.
  • Provide each team with six hula hoops and have them create their team castle.
    • Build the castle by placing one hoop flat on the floor. Balance four hoops vertically and lean them toward the center. Secure the four hoops with the sixth hoop horizontally on top.
  • Place soft dodgeballs into the center of the quadrants for teams to collect.
  • The game begins when the music plays!

Agility:  Students will run back and forth in their quadrant keeping their eyes on dodgeballs threatening their castle.

Coordination:  Students will collect dodgeballs and throw them at opposing team’s castles. They will build hand-eye coordination by throwing and catching dodgeballs.

Balance:  Students will take turns being in charge of rebuilding their team’s hula hoop castle. Rebuilding the castle will require patience, balance, and focus before the students switch back to defense mode.

Variations:  You can play Castle Ball with designated offense and defense, assigning who will be throwing and who will be guarding and rebuilding the castle OR allowing all students to play all roles during game play.

 

Jack Frost Tag

Setup and Equipment:

  •  K-2: Four stuffed animal taggers
  •  Four hula hoops for the Heat Meisters (Optional for primary grades)

Guidelines:

  • Students that are chosen as taggers (Jack Frost) may tag or throw the stuffed animal or ball.
  • When a student is tagged they are immediately frozen and they stand perfectly straight up and down
  • Students have one way to avoid being tagged. They can do three very slow jumping jacks to simulate a standing snow angel. After 3 seconds they must continue moving and trying not to be tagged by jack frost.
  • The three “heat meisters” carry a hula hoop which is the defroster for this game.
  • They must put the hoop over and down over the frozen player to defrost them.
  • The game continues for about 2 minutes, then new taggers and “heat meisters” are chosen.

 

 

Scramble (using a 4-square)

 

Setup and Equipment

  • No equipment required
  • A minimum of 5 people to start a game. If there is more than five people there will need to be a line to enter the game (just like in four square).
  • One person stands in the corner of each of the four squares.
  • One person stands in the middle of the four square where all of the lines intersect. This person is the caller of the game.

Guidelines:

  • The object of the game is to move to another square corner before another player reaches it.
  • One person stands in the corner of each of the four squares.
  • When everyone is standing in a corner, the caller says, “Ready, Set, Scramble”.
  • At this point all of the players, including the caller, quickly move to another corner. There will be one person that doesn’t make it to a corner. That person will become the new caller. If there are more than five players, they will go to the end of the line and wait for their turn.

 

Variations:

  • Running:  Run in place at the start of the game and keep running in place throughout.
  • Basketball: Dribble a basketball and keep your head up while dribbling.