Upcoming SlideShare
×

# Petemplate

181
-1

Published on

Published in: Entertainment & Humor
0 Likes
Statistics
Notes
• Full Name
Comment goes here.

Are you sure you want to Yes No
• Be the first to comment

• Be the first to like this

Views
Total Views
181
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
3
0
Likes
0
Embeds 0
No embeds

No notes for slide

### Petemplate

1. 1. .Part A - WARM UP GAMES – PROFORMA – PDHPE (students are to use one Part A proforma for each of the 4 games; one page for each one)Name of the Game: Shape Soup (15 minutes) Stage: Early Stage OneExplanation :Students pair up to create different shapes with their bodies. The students stand within a pre-determined area called the “pot.” The teacher is makinga “shape soup” and will call out the name of a shape needed for the soup e.g. triangle. Students attempt, in pairs, to make the shape with their bodiesand hold it until the teacher “stirs the soup” (blows a whistle). Students must run around in the “pot” until the teacher calls out the name of a newshape. Students find new partners and the game continues. Modification: increase the number of students working together/create teams.Why is this game important for this stage?Games and Sport • Non-locomotor skills: stretching/bending/twisting, swinging body parts and balancing. • Playing the game: cooperation, formations of pairs, signals e.g. listening for the whistle. • Locomotor skills: walking and running around inside the “pot”.What are the PDHPE skills involved in this game? How? • MOES1.4 (Moving) –Demonstrates a general awareness of how basic movement skills apply in play and other introductory movement experiences. Maintains stillness of head and trunk when balancing, stretches and curls the body at levels (high and low). • PSES1.5 (Problem Solving) – Seeks help as needed when faced with simple problems. Recognises when a partner needs help in making a shape and offers help to make the shape together. • INES1.3 (Interacting) – Relates well to others in work and play situations. Learns to share personal and imposed space when working together with partners to form shapes and being aware of others when the soup is being stirred to avoid collisions. Works happily with peers in a team environment to help each other out.Equipment:No equipment is needed. Can be played in the classroom if space is limited but is best played on a basketball court because of the large, well definedarea for running around.Teaching cues: • Demonstration what different shapes look like and how the shapes can be made with body parts.
2. 2. • “What does a square, circle, triangle etc look like?”• “ When the soup gets stirred be aware of others so you don’t crash into them”• “Find a new partner”• “Hold onto your shape”• “Run with eyes up so you can see where you are going and who is around you”• Directional cues: “arms straight, knees bent, backs arched, legs wide etc”• Encouragement: “good teamwork, nice effort with your shapes, that’s fast running, don’t give up – try to make the shape another way”
3. 3. Part A - WARM UP GAMES – PROFORMA – PDHPE (students are to use one Part A proforma for each of the 4 games; one page for each one)Name of the Game: Action Trains (15 minutes) Stage: One, year TwoExplanation :The class is divided into two “trains” led by “train-drivers”. There are four “train stations”. Trains start on different stations and cannot move until allpassengers are in a single file line behind their train- driver. Train-drivers pick a moving action (e.g. skip) and lead their train to another station. If apassenger falls over the train must stop until they get up. When a train arrives at a station the train-driver runs to the end of the train and the nextpassenger in line becomes a train-driver who must pick a different moving action and lead the train. Every passenger has a turn leading. First train withall passengers sitting down at a station wins. Modification: more/less trains.Why is this game important for this stage?Games and Sport • Locomotor skills: walking, running, jumping, leaping etc. • Minor games: imaginative games, miming and imitating. • Playing the game: cooperation, fair play and safety in play as the train must stop if someone falls down.What are the PDHPE skills involved in this game? How? • PSSI.5 (Problem Solving) – Draws on past experiences to solve familiar problems. Follows basic safety procedures by the trains stopping when people fall over so they do not get trampled on. Learns that if the train does not stop people can get even more hurt. • MOS1.4 (Moving) – Demonstrates maturing performance of basic movement and compositional skills in a variety of predictable situations. Students will, at some stage of the game, hop on preferred and non-preferred foot. They will also need to repeated this sequence to move. • INS1.3 (Interacting) – Develops positive relationships with peers and other people. Displays cooperation in the group activity by taking turns at being the “train driver”. Demonstrates ways of encouraging and caring for others when a teammate falls over and needs help or encouragement to continue. • DMS1.2 (Decision Making) – Recalls past experiences in making decisions. Each new “train driver” must use a different action movement for their train than the previous “train driver”. This requires a recollection of a past experience and it will directly influence what the new “train driver” will decide to use as their own action movement.
4. 4. Equipment:No equipment is necessary. An open space with clearly defined areas for the train stations such as a basket ball court is perfect for playing inside. On anoutside playing field markers can be used but are not essential.Teaching cues: • “Where are the train stations? “ • “Show me how you hold on to the shoulders of the person in front of you” • “Train drivers need a big, clear voice so everyone on the train knows what action to do” • “If anyone falls over their teammates must help them up and call out to the train driver to stop the train” • “ The train can’t move unless everyone is holding onto shoulders” • “Train drivers be aware of where the other trains are so you don’t crash your train into another one” • “Remember to switch train drivers and to change the action movement at every train station” • Encouragement: “good teamwork, nice straight lines, very clear directions”
5. 5. Part A - WARM UP GAMES – PROFORMA – PDHPE (students are to use one Part A proforma for each of the 4 games; one page for each one)Name of the Game: Rain clouds (15 minutes) Stage: Two, year FourExplanation: Pairs of “rain clouds” hold hands. The “wind” (teacher) blows the clouds around by calling out directions (North, East, South, West). Clouds avoidbumping into each other. Clouds who bump into each other must join hands to create a bigger cloud. The wind can call: “thunderstorm” to makestudents stamp feet, “lightning” to make students wiggle their bodies, “hailstorm” to make students jump up and down, or “rain dance” which meansclouds must copy a simple dance routine demonstrated by the teacher. The game ends when all the clouds have joined up into one big cloud.Why is this game important for this stage?Games and Sport: • Games: spatial awareness, creating space and positional awareness is necessary for avoiding bumping into other clouds. • Non-locomotor Skills: stretch/bend/twist/jump when doing the motions for “thunderstorm”, “lightning”, “hailstorm”. • Playing the Game: teamwork is needed to avoid bumping into other clouds. Rules/tactics/strategies must also be used for success.What are the PDHPE skills involved in this game? How? • PSS2.5 (Problem Solving) – Uses a range of problem-solving strategies. Performs a simple movement sequence given particular limitations due to restricted use of space and varied levels and tempo depending of the instructions of the “wind” and the size of the area the game is played in. • INS2.3 (Interacting) – Makes positive contributions in group activities. By interacting with peers the students are able to bond together and develop new friendships and support networks with a range of people which they may otherwise not have the opportunity to connect with. • MOS2.4 (Moving) – Displays a focus on quality of movement in applying movement skills to a variety of familiar and new situations. During the “rain dance” students must practice and reproduce a simple teacher-devised dance which will be new to them and draw on existing movement skills such as the various actions of jumping, stomping, wiggling, dancing, running. The dance will be new but the movements will be familiar and the student can therefore focus on the quality of the movements within the dance.
6. 6. Equipment:No equipment is needed, just a large area for the “clouds” to blow around in.Teaching cues : • Show the students which direction is North, South, East, and West before questioning them: • “Which direction do you go for North? South? East? West?” • Demonstrate the movement actions: “this is how you do hail/thunder/lightning/rain dance” • “Try to avoid bumping into the other clouds” • “Don’t let go of your hands” • Encouragement: “what loud thunder”, “Who can wiggle their lightning faster?”, “Those big jumps must mean a big hailstorm!”, “Well done clouds who have kept holding hands while moving around”
7. 7. Part A - WARM UP GAMES – PROFORMA – PDHPE (students are to use one Part A proforma for each of the 4 games; one page for each one)Name of the Game: Sticky bodies (15 minutes) Stage: Three, year SixExplanation :Students move randomly within a designated space. At anytime the teacher can call out a new way of moving within the space e.g. hop. One student isthe “body catcher”. When the teacher calls out “sticky.....” followed by the name of a body part students must stop moving about and stick matchingbody parts together. This is a cue for the “body catcher” to catch (tag) unstuck bodies. Once students stick their body parts together they are safe andcannot be caught. Students caught by a “body catcher” become one. Game continues until all students have become “body catchers”. Students startthe game with a coloured shirt to be removed when they become “body catchers”.Why is this game important for this stage?Games and Sport • Locomotor Skills – running variations, accelerate, decelerate, stop, start and dodging when trying to avoid the “body catchers” or catch the “sticky bodies”. • Playing the Game – rules/tactics/strategies. • Games – this game can be classified as a minor game which is also a tag game and it requires spatial awareness.What are the PDHPE skills involved in this game? How? • INS3.3 (Interacting) – Acts in ways that enhance the contribution of self and others in a range of cooperative situations. Students must combine strategy, teamwork, movement, skill, and fair play by working with team mates to either attack or avoid/dodge depending on whether the student is a “body catcher” or a “sticky body”. This requires a contribution to the game and a positive experience can occur as a result of cooperating and interacting with peers. • PSS3.5 (Problem Solving) – Suggests, considers and selects appropriate alternatives when resolving problems. Selects the most appropriate solution to a given problem. The problem for the “sticky bodies” is to avoid being caught before they are able to stick to another body, and the problem for the “body catchers” is to stop the “sticky bodies” from sticking together and being safe. • MOS3.4 (Moving) – Refines and applies movement skills creatively to a variety of challenging solutions. Varies running patterns to cater for sprinting, side stepping, dodging and defensive marking. These are all essential elements in the game of “sticky bodies” because the students can run around and move in any direction.
8. 8. Equipment:Tags or coloured shirts are preferred in order to tell who is a “sticky body” or “body catcher” but they are not necessary because the students couldmodify their own clothing e.g. school hats on verse school hats off, or socks pulled up verse socks rolled down.Teaching cues: • “Body catchers – no grabbing the “sticky bodies”, tap on back/remove tag only” • “Body catchers – work together as a team to keep the “sticky bodies” apart” • “Remember to use big voices and call out if you need a partner to stick to” • “Be aware of where other “sticky bodies” are at all times so you can stick together fast” • Encouragement: “Good catching strategies team “body catchers”, “Well done to all the sticky bodies left in the game – you have moved very quickly to avoid being caught”, “Don’t worry about getting caught, there are no winners or losers in this game – lets all just have fun”
9. 9. Part B - INVASION GAMES – PROFORMA – PDHPE (students are to use one Part B proforma for each of the 2 invasion games; one page per game; 1 game S 2 + 1 game S 3)Name of the Invasion Game: Freeze Ball (30 minutes) Stage: Two, year FourExplanation:There are two teams. Teams score points by getting the ball across the other teams’ back line whilst defending their own back line. Back lines can bedefended by blocking or catching the ball. There are no set positions. Players cannot travel with the ball, they must stand on the spot and throw orbounce the ball to a teammate (like netball). There are six hoops called “freezing buttons” scattered across the playing field. Any player who throws aball inside a hoop gets to stand on the “freezing button” (stand inside the hoop) and freeze the game. Everyone must freeze like a statue to allow theplayer within a “freezing button” a free kick towards (or across) a back line. Players can only “unfreeze” and move once the kicked ball bounces onthe ground. The ball can only be kicked by the player on a “freezing button”. A ball thrown over the back line scores one point whilst a ball kickedover the back line from a “freezing button” scores ten points. The team with the most points at the end wins.Why is this game important for this stage?Games and Sport: • Locomotion Skills: running/sprinting around the field, dodging, side stepping. • Manipulative Skills: throwing the ball using overarm, chest pass, shoulder pass, 2 hand over head pass, fielding/catching, kicking stationary ball. • Playing the Game: teamwork, competition, rules/tactics/strategies.What are the PDHPE skills involved in this game? How? • DMS2.2 (Decision Making) – Makes decisions as an individual and as a group member. The teams must decide on a strategy, whether they will try to get the ball to a “freeze button” or to throw it across the back line - assist the group to achieve consensus in group goal setting. Each individual must decide if they will follow the team strategy of if going against it, at that point in time, will be more advantageous. They must also decide who to throw the ball to or where to kick the ball when the game is frozen. • MOS2.4 (Moving) – Displays a focus on quality of movement in applying movement skills to a variety of familiar and new situation. Throws overarm proficiently. A variety of pass styles and movements are required to participate and to help score points and move the ball around the field. • PSS2.5 (Problem Solving) – Uses a range of problem-solving strategies. Analyses problem situations when using defence or attack strategies. Performs a simple movement sequence given particular limitations e.g. the restricted use of space when kicking within the “freeze button” area.
10. 10. Equipment:One soccer ball, six hoops, coloured shirtsTeaching cues: • “aim your kick carefully” • “use the side of your foot to kick the ball” • “follow through” • “look for gaps” • “big voices, call out for the ball” • “not moving with the ball” • “don’t bunch up – spread out around the whole field” • Encouragement: “that’s a strong throw”, “great teamwork”, “good defence”, “well done for spotting a gap”
11. 11. Part B - INVASION GAMES – PROFORMA – PDHPE (students are to use one Part B proforma for each of the 2 invasion games; one page per game; 1 game S 2 + 1 game S 3)Name of the Invasion Game: Pirates (30 minutes) Stage: Three, year SixExplanation:The class is divided into two enemy pirate teams who live on separate islands. The semi-circle areas at either end of the basketball court are theislands. Each island has four “treasure chests” (netballs) on it, separated by an “ocean”. Teams have four sharks each swimming in the ocean - theyare trained to attack (tag) enemy pirates. The sharks should wear coloured shirts tucked into their pants to look like a fin so there is no confusion overwho is a shark and who is a pirate. Two hoops are placed in the middle of the ocean, these are “pirate ships” – there is one for each Pirate team andpirates can only board their own ship.The game starts with all the pirates standing on their islands. Pirates must attempt to “swim” (walk or run) from their island to their pirate ship in themiddle of the ocean without getting attacked (tagged) by a shark. Sharks can roam anywhere in the ocean between the two pirate islands but theycannot go onto the islands or attack pirates once they have made it aboard a pirate ship because islands and pirate ships are safe. An area outside ofthe basketball court, on either side, is designated as a hospital island to be used by pirates who get attacked by sharks. There is one hospital island foreach of the pirate teams and each hospital island has a healing ball (tennis ball) which cannot be removed from the island. Once a pirate getsattacked by a shark he must go to the hospital island and bounce the healing ball ten times in order be healed. After the tenth bounce the healedpirate must jump back into the ocean and continue playing. A pirate ship cannot move until it has three pirates inside it. Once a pirate ship is full thepirates can move the ship (hoop) to the opposite island, steal one treasure chest and sail the ship back to their own island to deposit the treasurechest. A pirate ship cannot be stopped by sharks or enemy pirates from stealing a treasure chest. Once they have deposited a stolen treasure chestonto their own island the pirate ship crew must abandon their pirate ship to allow a new pirate crew to sail the ship. Only swimming pirates canboard a ship – pirates on the island cannot just jump into the ship once it docks with a treasure chest! The game continues until either one team hasall of the treasure chests on their island, or the time runs out. If time runs out the pirate team with the most treasure chests wins the game. Thisgame can be modified to make it more challenging by having more sharks in the ocean/more treasure chests on the islands, or it can be made easierby having more pirate ships in the ocean/less treasure chests on the islands.Why is this game important for this stage?Games and Sport • Games: spatial awareness, tactics/strategies/team positions. Minor games: territorial games, tag games – this game is a combination of many elements. • Locomotor Skills: running variations, accelerate, decelerate, stop, start and dodging are all necessary to avoid getting attacked by a shark • Playing the Game: teamwork, competition, fair play, rules/tactics/strategies. Teams must work together to steer the ships and must form a team strategy to get past the sharks. The game can only work if everyone plays by the rules and does not cheat.
12. 12. What are the PDHPE skills involved in this game? How? • MOS3.4 (Moving) – Refines and applies movement skills creatively to a variety of challenging situations: Varies running patterns to cater for sprinting, distance running, side stepping, dodging and defensive marking to avoid the sharks and make it to the pirate ship. • PSS3.5 (Problem Solving) – Suggests, considers and selects appropriate alternatives when resolving problems: Selects the most appropriate solution to a given problem. When attempting to make it to the pirate ship ends with a shark attack the individual is forced to reflect on the situation and try an alternative strategy next time. Communication with teammates is needed. • COS3.1 (Communicating) – Communicates confidently in a variety of situations: The students must use negotiation skills in this group activity to decide who will be a shark or pirate, who will distract the sharks, who will try to make it to the pirate ship. They are doing more than just playing an invasion game, they are communicating a fantasy pirate story through movement.Equipment:Four netballs, two tennis balls, coloured shirts, two hoops (make sure the hoops match the coloured shirts for easy identification)Teaching cues: • “Big voices, talk to each other” • “Be aware of where the sharks are” • “The pirate ships can’t move without three pirates in them” • “Keep eyes on the handball when bouncing – distractions will make you lose control” • Encouragement: “Good defence sharks”, “Good attack pirates”, “I see fast bounces with the healing balls”, “Great communication”
15. 15. (which will be about passenger safety and the use of seatbelts and safety restraints).Lesson Evaluation: • Did all the students contribute evenly to the class discussions? How could this be improved in future lessons? • Were the resources sufficient for the activities and were they prepared beforehand? • Was the group of early finishers able to focus on discussing holding hands without a teacher to supervise, or were they distracted? • Was there enough time for the students to complete the activity? If not how could it be improved for a faster result? • Was the video engaging? Did it allow the students to understand pedestrian safety better? • Did I have control of the class at all times? If not how could I improve on this? • Did I allow enough time to complete the activities, or was it rushed? • Did I explain the content of the lesson in a clear and understandable way which was age appropriate? • Was I engaging as a teacher when I delivered this lesson? Did I have the children’s attention?
16. 16. K-6 PDHPE BLANK LESSON PLAN PROFORMA – Part C Assignment 1 (students are to use one Part C proforma for each of the four lessons to be planned)LESSON: Nutrition 1/3 STAGE: One, year OneRelated lesson outcomes (PDHPE & other KLAs): • PHS1.2 (Personal Health Choices) – Recognises that positive health choices can promote wellbeing. • V4 (Values) – Increasingly accepts responsibility for personal and community health. • INS1.3 (Interacting) – Develops positive relationships with peers and other people. • ENS1.6 (Human Society and Its Environment KLA) - Demonstrates an understanding of the relationship between environments and people.Part & Timing Content (WHAT) Teaching & learning strategies (HOW) ResourcesIntroduction The purpose of this lesson is for • Orientation: Teacher is at the front of the • Interactive students to recognise the five classroom, students are sitting on the floor whiteboard10 minutes food groups. The healthy food facing the board. pyramid will be used as a tool for • A picture of an empty healthy food pyramid is understanding food groups. on the board with pictures of food groups outside of the pyramid. • The teacher will explain that the food pyramid shows the five different food groups in order from “anytime foods” to just “sometime foods”. • The class will discuss food groups and the teacher will let students drag pictures of food into the pyramid via an interactive whiteboard.