ࡱ> [ "lbjbj =ΐΐc)[[[oooooat(>Nb eagagagagagaga$Zce`a[GXGGaa"""G[ea"Gea""2[^}`iK"oWu].Qaa0a]\fgJ\f\}`\f[}`nL6",+nnnaa nnnaGGGG\fnnnnnnnnn : COOPERATIVE GAMES Presented by: Dave Pagniello, Colleen Reel, Nelli Domingues, Lindsay LaMorre, Megan Ryan, Enrica Della Mea, Dan Koenig, Gord MacLean , Adrian Olsthoorn WHAT ARE COOPERATIVE GAMES? Cooperative games emphasize participation, challenge, and fun rather than defeating someone. Cooperative games emphasize play rather than competition. Cooperative Games are not new. Some of the classic games we participated in as children are classic because of the play emphasis. There may be competition involved, but the outcome of the competition is not losing and sitting out the rest of the game. Instead, it may involve switching teams so that everyone ends up on the winning team. All games (and life for that matter) have rules, so do cooperative games. These make the games fair and safe for all. SAFETY IS THE KEY It must be recognized that all physical activity involves an element of risk. There is an obligation on the part of all participants to minimize that risk. While most of these activities are designed to be used in limited spaces such as the classroom, teachers must use professional judgment and discretion when selecting activities. Safety awareness based on up-to-date information, common sense observation, action and foresight is the key to safe programming. Activities should provide opportunities that enhance self-confidence and provide a safe environment in which children are physically active participants. Safety is a shared responsibility and students of all ages need to take responsibility for their own safety. (OPHEA Curriculum Binders, p. 16) For comprehensive safety guidelines refer to:  HYPERLINK "http://www.tcdsb.org\\physicaleducation" www.tcdsb.org\physicaleducation , or, see copies of the Ontario Safety Guidelines and Physical Education Elementary Curricular and Intramural Guidelines located in all schools. Variation of European Handball Equipment: 2 nets, ball Class is divided into 2 teams by numbering students A,B,A,B,. or use your teams from your regular gym class. Depending on size of your gym, allow each team to have 5 or 6 players plus a goalie. The rules are relatively simple. The object of the game is to score in the opponents net. A player may hold the ball for either 3 seconds OR 3 steps, whichever comes first or a combination of 3 seconds AND 3 steps. Before a team is allowed to score on the opposing net, they must pass the ball to everyone on their team at least once. If the ball changes possession and then back to the original team again, the ball does not have to be passed around to all the players again before trying to score. Noodle Ball Teams: 10-12 per team Area: Gym/Outdoors depending on style used Equipment: Pool noodles (cut in smaller sections if indoors), ball of sorts (beach ball, elephant skin ball), nets or goal scoring area, pinnies, scooter board (if indoors) Skills: cooperation Description: Teams are divided up and then the game begins A face-off starts play Teams can have more than one lines depending on numbers Players attempt to score by propelling ball using noodles Goalies can be permitted which allows for inclusion of students who may have a handicap of sorts If outdoors, no scooter boards are used All players can participate at one time if the area allows and there are enough pool noodles Snow shoes can also be used if they are available and if they are allowed Rock, Paper Scissors Baseball Teams: individuals accumulating points for their respective team Area: Gymnasium, classroom, library school yard Equipment: clothes pins, popsicle sticks Description: Players all begin in an area designated as first base Players challenge a player from the other team to a game of rock, paper, scissors The player that wins the mini game advances to the next base and challenges another player or waits until an opponent arrives If she/he wins the advance of bases continues until they arrive at home plate At that point, players challenge the umpire (coordinator) to a game If they win then a clothes pin is given to them and they start again If a player loses, that person must retreat to the previous base and continue to do so until they win Rock, Paper Scissors Football Teams: even number of teams and players per team Area: Various Equipment: one football per game Description: Teams line up facing each other with a football at the mid way point between teams A player from each team advances forward to the ball Players behind the first player space themselves out accordingly The first two players engage in rock paper scissors The winner picks up the ball while the loser retreats to the end of their line (off the field of play) The player with the ball then advances to take on the next player in line If they win, then the same as previous happens If they lose, the ball changes possession and then the new ball carrier advances forward to the next awaiting player from the other team Once a player advances to and defeats the last remaining player then a touchdown is scored At that point, everything repeats Speed Ball Teams: 2 Area: gymnasium preferred Equipment: soccer ball/football/pinnies Description: The game involves two teams with 6 players from each team on the court at one time Start with a jump ball Play uses European Handball rules until the ball is fumbled to the floor/ground Players are permitted three steps and then must pass or shoot If the ball is being held by hand, then handball rules apply If the ball is being played with feet, then soccer rules apply If a player wants to get back to handball, then a player from that team must lift the ball (using a foot) into the air to allow a teammate to catch it Goals can be scored using soccer if the ball is down or using an underhand throwing motion if the ball is being held Players from each team who are not on the court are active on the sideline using the same rules except that they cannot score. Speedball/Football Area: gymnasium/field Equipment: football/pinnies Description: Two teams with 5-6 players on the court (sideline players can be used) Start with a jump ball Team gains possession from the tip The person with the ball is to be given a metre freedom from pressure The object of the game is to advance the ball to a point where the team in possession can throw it at the rim If it hits the backboard, it scores a point If it hits the rim it scores 2 If it goes through the rim without touching the rim it scores 3 points Possession changes with each score or when the team in possession drops the ball The defending team then picks it up and tries to score too. Indiana Jones and the Temple of Doom Area: gymnasium Equipment: sponges or bean bags, dodge balls/objects that are to be dodged, pinnies Description: three teams are formed designate one team as the treasure pursuers while the other two teams protect/defend the riches one team lines up on one side of the temple area while the other lines up opposite designate a safe zone where the dodging team can remain safe time limit can be set at 1 minute one player from the dodging team attempts to get safely across the playing area to the spot where the jewels (bean bags/sponges) are being kept if they make it without being hit, then they can try to take a bean bag back to their safe area also without being hit then the next person goes if hit, that player must return to their safe area and go to the end of the line if hit while bringing a bean bag back to their area, then the bag must be dropped right where they were hit and they go to the end the next player can pick up the bag in the middle of the temple area if it is available when time runs out, teams rotate positions score is cumulative. Paintball Dodgeball Area: Gymnasium/large gathering area/schoolyard Equipment: barrier objects (i.e. Gym mats), small foam type dodging objects, flags, pinnies Description: designate two teams team members are then given a set of mats or barriers to use to set up safe areas give teams time to set up the mats in strategic positions on their half of the playing area once complete, allow students to load up with objects that will be used to hit opponents a flag is then to be hidden by each team on their half of the playing area on the signal, team members try to advance into the opponents area in order to retrieve/capture their flag without being hit by an opponent if the flag is captured and brought back across the half way line to a designated area, that team wins that particular round if there are large numbers of students on each team, have a system where if hit, team members are then to exchange places with their partner and vice versa it resembles the professional paintball game in some respects with twists designed by the instructor Noodle Waddle Relay Area: gathering area (i.e. Gymnasium) Equipment: giant noodle per team, one pylon per team Description: 4-6 players per team one large noodle is provided to each team as well as one marker (pylon) for turning point establish a starting line set up a pylon or each team approximately 10 paces away teams line up behind starting line the first player in line has noodle between their knees at the start signal, the first person waddles down to their respective pylon, goes around it then heads back to their team when the first person returns, the second person joins on and the race is repeated this continues until all players on the team have finished and have joined onto the noodle Variation: individuals can complete the course and hand off the noodle Noodle Roll Area: gym/hallway/large gathering area Equipment: several long noodles per group Description: designate a starting and finishing line for each group (about 10 paces) behind the starting line, one player on each team (the log) lies on her/his back across the bed of noodles with their head near the starting line at the signal to start, one player begins to push the feet along the log (who is to remain rigid) the other players on the team remove noodles from under the feet to the front so the logs bed of noodles never ends the first team to roll over the finish line wins Variation: all players must be rolled over the start/end line in order to win Knotle Area: various Equipment: several noodles per group Description: one noodle per group member player groups stand in a tight circle each holding one end of a noodle with one hand players extend the end of their noodle anywhere else in the circle and another player grabs the end each player is now holding two different noodles and the group is entangled in a maze or knot the group must then untangle themselves forming a new circle without anyone letting go of the noodle at any time Noodle Triangle Tag Area: various Equipment: three (or four) pool noodles Description: three players form a triangle by holding pool noodles between them one of the players is designated as a target one player outside of the triangle is designated as it the it must remain outside the triangle and attempt to hit/tag the target with their pool noodle or their hand the other two players try to protect the target by moving the triangle so that it is more difficult for the it to hit the target once the it hits the target or a specified time passes, someone else has a turn outside the triangle Human Triangle Tag Equipment: 4 participants Three students join hands and one person is outside of the triangle. The person outside is it. The other three people designate one person in the triangle to be chased by it. As the it tries to tag that person, the other two people in the triangle try to protect him/her. The group can move in any way to protect the player. They must not break the triangle and it can not tag through the triangle. Chuck the Chicken Equipment: one rubber chicken Two teams consisting of 5 or more participants Team A (the initial batting team) begins in a line formation. Team B (the initial fielding team) is scattered in the field. The first person on Team A yells CHUCK THE CHICKEN and then chucks the chicken anywhere in the open area and runs around his/her team. The rest of the team is also jogging on the spot. The runner attempts to run around his/her team at least 6 times (depending on how many people are playing, the larger the teams, the less number of times around) (Hint: Team A can move into any formation to make it easier for their team mate to run around them). Team B collects the chicken, lines up as quickly as possible and performs an over the head, under the legs. When the last person in the line gets the chicken he/she yells STOP. Team As runner stops at the command. Now Team B chucks the chicken and the roles reverse. Hoop Pass Equipment: -1 hula hoop -Several eager participants Students/teachers create a large circle and look towards the centre; Each person in the circle must be close enough to join hands with the person next to her/him. On the signal, all participants are to join hands. A hula hoop is placed on the linked arms of the two people selected as the starters of the activity. When the leader says go, the participants are to pass the hoop around the circle until it arrives back at the starting position. *Of Notehands must remain attached at all times during the duration of this activity; (The secret is to step through the hoop when it comes to you) Variation: To make this more challenging, you can time the passage of the hop until it arrives back at its original position. Try adding more than one hoop. Car Rally Equipment: - 1 gymnasium mat per group - 3-4 scooter boards per group - Several pylons for marking out the course Students/teachers are to form groups of four to five. Each group is to get a mat and 3-4 scooter boards. The object of the activity is to turn the mat and the scooter boards into a car which will be moved around the facility by foot/hand The key is to have each person in the group involved in getting the car around the path set out. Initially, each person in the group will be asked to use their feet to propel the vehicle while their back side is on the mat. The design of the car is up to the group itself. Variation(s): Have the groups move the mat using one foot each/two hands each/one hand each/one person pushing the mat while the other members are seated on the mat If you want to make it more interesting, have each group timed for speed or alter the course so that it is more like a slalom course Shark at the Beach Equipment: a parachute Assign two or three students to act as sharks These students are to swim around under the parachute Select two or three more students to act as life guards (they are to walk around the outer edge of the parachute) All other students sit with legs under parachute while holding the edge of the chute with both hands Students then begin to ruffle the parachute as if to make waves Sharks then try to pull students under parachute Victims scream help at which point life guards attempt to rescue them by pulling them away from the sharks After a few minutes, allow for a change of roles for students. Alphabet Game Equipment: one set of alphabet cards per team Description of activity: divide class into 2-4 teams each team has a set of alphabet cards/foam letter pieces (or reasonable facsimile) each team has one large (or small) die to roll spread cards/pieces out on the floor at one end of the playing area teams gather at a starting point away from the cards teacher then asks team to spell out a word/movie title students in each team take turns rolling die and completing a task that number of times before going down to the letters and retrieving a letter they think is in the word when all letters are gathered, teams must spell out the word (correctly) if done, restart * There are 5 (or so) wild cards in each set of letters. If there is more than one of a specific letter in the word, then wild cards can be used to assist with completing the spelling of the words. Variation(s): use foam tiles as cards and have students connect the letters together Or each team member (up to 6) is assigned a numberroll dieif their number comes up they are to retrieve a letterif consecutive numbers are rolled, have team roll again Or vary the mode of transportation to the letters (i.e. Hop, skip) Clothes Pin Tag Equipment: several clothes pins Hand out 3 clothes pins to each participant who pin then to the back of their shirts. Upon a signal, participants try to steal a clothes pin from the backs of others. Stolen clothespins are pinned to the front of the shirt and can not be stolen from there. After a certain time period the game is stopped. Modifications: Make the object of the game not to lose any of the 3 clothes pins on your back as opposed to seeing how many clothes pins you can steal. King/Queens Court Equipment: several pylons, 3-4 elephant skin balls Divide the class into two teams. Make two adjoining squares with pylons or use lines in the gym. Put 3-4 balls in play. The object of the game is to eliminate all the players from their square by throwing the ball and hitting opponents from the waist and below (without the ball bouncing). Players can run/walk with the ball in their hands and pass it to their team mates. When players are hit they move to the perimeter of their opponents square where they have a chance to get back into their own square by picking up a loose ball or receiving a pass from a team mate and them hitting one opponent from the waist and below. Perimeter players cant step into their opponents square; and players in their own square cant step out of it. Lots of fast action and team work! Aerobic Math Teacher calls out Go and students move randomly about the area without touching each other Teacher can also specify the type of movement required Teacher calls out a number Students quickly form groups of that number Any student not in a group of that size when the teacher calls Stop must perform a task (ie. Touch 4 lines that are green if that is the number called) Ultimate Chicken Teams: 2 Area: gymnasium Equipment: scooter boards, rubber chicken, 2 nets Description: The game involves two teams with 6-8 players from each team on the court, sitting on scooter boards, at one time Start by throwing the chicken into play Players pick up the chicken and pass it to team mates or move with it while remaining seated on the board A Player must drop the chicken if they fall off their board and not allowed to posses it until fully back on the board A team scores if they successfully complete 3 passes then throw it into the net Switch shifts every two minutes if you have 2 more teams sitting off Atom Equipment: None Leader calls out the number 2, 3, 4 or 5. If the number 2 is called out, participants have to find a partner and make a chair. If the number 3 is called out, participants have to find a group of 3 and form a triangle. If the number 4 is called out, participants have to find a group of four and form a house. If the number 5 is called out, participants have to find a group of five and form a car. Capture the Chicken Teams: Two (can be 20-30 people) plays well for 30 minutes. (50 people require larger field 150m by 60 m wide or more) Area: Large field or soccer field sized park is best. Equipment: 6 hoolahoops, 20 small pylons*, 2 large pylons, 8-10 chickens*, Pinnies The Field: See the diagram below. At the midpoint of the field mark a few pylons to show the two teams sides. One side is for invading while the other is for defending. Place pylons near where the goal line of the field would be (about 50m away) and make a circle shaped boundary for 4-5 chickens to be stored. (sometimes soccer goal posts are there) it would be a 10m diameter circle. At about the 30 yard line or about where the penalty zone is in soccer, place a hoola hoop as an Island of Safety make it to the side of the field of play then add another Island (I) elsewhere on the field. Finally close to the 35 yard line (about 20 m from the midpoint) mark a pylon with a hula-hoop as a Jail (J).  SHAPE \* MERGEFORMAT      Object of the game: Like Capture the Flag game two teams on a field try to capture the other teams chickens (one at a time) and successfully bring them back to their roost without being tagged on the opposing teams side. Rules of the game: players can only be tagged while on the opposing teams side. If tagged, caught player goes to jail (J) and keeps a foot in the hula-hoop. (any chickens carried go back to the defending teams roost (large circle). Players are safe while in the roost or Islands of Safety (I) and may be guarded but not tagged while in the circles. Defending players may not enter the circles (where the chickens are or jail/islands of safety) Attacking players may only carry ONE chicken and never throw it or pass it. Jailed players may be freed if tagged by one of their own team but that player and the freer of the captives must first return to their own side before again attacking. (they may get a free pass to their home side or, could be re-caught at the teachers discretion). Game ends when all chickens are stolen from one teams side and returned to the others. It could end and be scored by period. After a 10 minute period see who is winning. *Modifications: The game can be changed to capture baseball bases, tennis racquets, or other objects. Pylons can be small markers (even backpacks or coats/shirts) can delineate the half way boundary or other lines. Special needs and certain children can be given a role to play as guards, attackers or, rescuers only if needed to balance the teams. Chicken Challenge: Group Skipping Game 15-25 minutes Area: gym or paved yard Equipment: long skipping rope, 10m or so is best, one chicken Purpose: To get students to work together to accomplish a task, being ready, and communicate/coordinate their efforts properly. Start: This is like the A-B-C alphabet song kids used to play. Challenge students to try and pass through the skipping rope one at a time, jumping once and leaving, with the next person never missing a beat. (easier modification: everyone goes through, jumps once, miss a beat, then the next person comes) See how many people can get through as a class or team. (more is always better). Second Challenge: Students hold hands with a partner and repeat the first challenge as a class or team. Then try a group of three, four, five or even more. Third Challenge: See if the group can start in the middle (15 are good with a ten metre rope) and then with the rope going over them they all jump once and get out. Chicken Challenge: A group of three jump in to the middle and continue jumping; the teacher then tosses the chicken into the middle person of the jumping trio. He/she catches it and passes it left, then gets it back, passes it right, then back to the middle. The player then tosses the chicken back out to the teacher who catches it and the group leavesAll while never missing a beat jumping. Amoeba Tag Area: Gymnasium Equipment: none Purpose: to try and get people to move together, communicate and cooperate effectively safety elements: no body checking, slower runners in large groups should always face forwards, people running, must always hold hands. Rules: Everyone pairs up facing a partner and holding hands these people are the Amoebas food (bacteria for example) One fast pair is designated as it and they must try and touch another pair of people. If touched the other couple join together and make a foursome. Although more challenging to make decisions, they are bigger and can maybe attack better. A sixsome can be formed, but at eight, the Amoeba may optionally divide and form two foursomes to go around consuming other bacteria, or stay as a large creature. The action is not unlike how a White Blood Cell works. Phagocytises with a pseudopod is what real Amoebas do when hunting. The act of splitting is likened to reproduction (binary fission) from Mitosis. Parachute Games This is a shortened version of the various games from K-6. They are somewhat in order from easy to more difficult and are found in the OPHEA Binders. Resting position standing with hands holding the parachute below the waist. Ripples- shake vigorously Waves- shake up and down slowly with full range of motion Umbrella and Colour Call- divide class into colours. Raise parachute and call out colour and students run underneath from one side of parachute to the other. Popcorn Machine- 10 to 20 balls in the centre and shake balls off with ripples How High- use ripples to bounce one ball as high as possible Hot Air Balloon- raise parachute and keep walking to the middle, it creates a mushroom/balloon and parachute will collapse on everyone eventually Make a Tent- lift parachute over head and put behind you (sit on it) its like being in a tent (tell a joke) Bedtime- students under the parachute with body stretched out holding up to the chin (feet toward the middle) Tick Tock- hold in ready position and then say Tick and students go in clockwise position and then say Tock and they switch to left hand and go counter clockwise. Around the Rim- keep ball going around the rim without falling off. Flying Mushroom- raise parachute from ready position and step forward two steps and let go of flying mushroom at the same time. 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