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Page 1: Games and Fun Ideas for GFA Programs - SESLHD · Using index fingers put your right finger on your nose, left finger on left ear. 2. Swap – left finger to nose, right finger to

Games and Fun Ideas for

GFA Programs

Page 2: Games and Fun Ideas for GFA Programs - SESLHD · Using index fingers put your right finger on your nose, left finger on left ear. 2. Swap – left finger to nose, right finger to

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Contents

Neuro-Nastics pg 3-4

Huff and Puff Games pg 5-8

Physical Prep pg 9-10

Hand Held Equipment pg 11-12

Circuit ideas pg 12-19

Page 3: Games and Fun Ideas for GFA Programs - SESLHD · Using index fingers put your right finger on your nose, left finger on left ear. 2. Swap – left finger to nose, right finger to

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NEURO-NASTICS

Movement is vital to brain development and provides the brain development opportunities for their students

through movement.

Activity 1: Rhythm & Balance

Numbers, clap, bob, jump

1. Face a partner and take turns to continuously count to three.

2. After a few goes, replace “1” with a clap. How was that?

3. Now replace the “2” with a bob,

4. Finally replace the “3” with a jump. Which was easier? Harder?

Activity 2: Crossing the Midline and Cross Pattering

Nose to Nose

1. Using index fingers put your right finger on your nose, left finger on left ear.

2. Swap – left finger to nose, right finger to right ear.

3. Now try with hands crossed: right finger on left ear, left finger on nose.

4. Swap: right finger on nose, left finger on right ear.

Activity 3: Rhythm, Balance, Crossing the Midline

Chair aerobics

1 8x right hand up, left hand up, R down, L down

2 8x L up, R up, L Down, R down

3 8x bow and arrow R

4 8x Bow and arrow L

5 8x High Touch down

6 8x Breast stroke

7 8x R foot hook up bicep curl

8 8x L foot hook up bicep curl

Page 4: Games and Fun Ideas for GFA Programs - SESLHD · Using index fingers put your right finger on your nose, left finger on left ear. 2. Swap – left finger to nose, right finger to

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6 ingredients to Neuro – Nastics 1 Vestibular Stimulation

wakes the brain and prepare it for new information happens by taking the body off balance and back again i.e. rolling and rotation sends messages to the brain , helping us to be aware of where our body and limbs are in

space Spatial awareness relates to the ability to locate a place letters, numbers and symbols on

a page.

2 Crossing the Midline and Cross-Pattering

The left hemisphere of the brain controls the right side of the body and vice versa The corpus callosum is a bundle of neural pathways that formed an strengthen as the

body moves Each time the limbs on either side of the body cross the midline, the neural pathways in

the corpus callosum are stimulated and strengthened.

3 Visual Tracking

Our eyes need to be exercised and developed just like any other muscle in the body.

Assists with reading and writing where children must scan across a page, crossing the

midline of their body with their eyesight and focus. 4 Rhythm

Found in languages through pace, pitch and tone. Reading and speaking.

Teaching tool for counting, music and movement

5 Core Strength Poor posture can cause children to be irritable from weak abdominal muscles working

overtime.

6 Balance

Static and dynamic balance is developed as children learn to use limbs and body in space.

Dynamic – running, skipping hopping Equilibrium assists with focusing on taken in the new information

DMP’S BRIAN DEVELEOPMENT

PHYSICAL FITNESS

SPRING

Vestibular Stimulation

Agility

LANDING Crossing the midline/Cross patterning

Spacial Orientation

STATIC Visual Tracking

Balance

ROTATION Rhythm

Coordination

SWING Core Strength

Kinaesthetic

LOCOMOMOTION Balance

Strength

Flexibility

Speed

Endurance

Information taken from GA Fundamental Movement participant Manual (Launch Pad Ignite!)

Page 5: Games and Fun Ideas for GFA Programs - SESLHD · Using index fingers put your right finger on your nose, left finger on left ear. 2. Swap – left finger to nose, right finger to

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HUFF & PUFF WARM UP GAMES

Before commencing any gymnastic

program a Warm up must be completed.

A Warm up session should involve 5-10minutes of general activity followed by stretching:

o Warm up Game 5 minutes o Stretching Activities 10 minutes

Warming up prepares the mind, heart,

muscles and joints for the activity and increases body and muscle temperature.

The game should be inclusive to all

participants with no sit outs.

Games should be fun and fast moving activities

When warm up games are part a program

is extremely important to relay the rules of the game to the participants and stress the safety component to all involved.

There are 3 forms of game formats:

1. Random activity within boundaries 2. Circle Games 3. End to End Games

A. Game format:

Radom activity within boundaries

Call the Action Within a given playing area instructions are

given on how to move eg on toes, big steps, reaching tall, moving forward, backward, sideways.

Safety: Boundaries marked and visual to all Freeze command acknowledged by all Stress special awareness

B. Game format: Circle Games

TPs and Indians

In pairs form a circle with one sitting crossed legged and arms crossed (Indian) and the other child standing behind with legs apart and arms touching straight above the head (TP)

When called, TP runs around the Indian, around the big circle to the right, run around the Indian again and finish in Tp stance.

When called, Indian crawls through the TP legs, around the big circle to the Right, back through the TP legs and sit in Indian.

Last group back does something special eg 5 star jumps.

Additions: when hands are clapped change direction

Safety:

All participants run the same way Tall participants are the tee pees No overtaking around the circle

C. Game format: End to End Games

Spiders Web One person is in – ‘the spider” all

participants start at one end, the spider in the middle.

Participants run from end to end and try not to be tipped by the spider.

When tipped they become a fly stuck in the web, the can tip other runners but cannot move.

The last one tipped is the winner Safety:

All participants run at the same time Wait for coach to say go before

running back to the other end. Make sure the participants cross a

boundary instead of running into a wall.

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Random Running Games

Call the Action Within a given playing area instructions are given on how to move eg on toes, big steps, reaching

tall, moving forward, backward, sideways.

Form a Group The class runs randomly. On cue (eg music stops) a number is called and the children form a group of that number

Bean Bag Snatchy Everyone has a beanbag. Jump randomly around and try to grab someone’s beanbag. When you have grabbed a beanbag, give it back to the person. When your bean bag has been grabbed, you must do a task to re-join the game eg throw and catch

bean bag 5 times, pass it around your body 3 times etc. Additions : Hats can be substituted for bean bags

Island hopping Have 8-10 less hoops than children. Children must move out of their hoop (Island) when someone else comes to occupy it. Children move randomly around. Only 1 child can occupy a hoop (Island) at one time

Sharks and Islands Same as Island hooping Include a Shark to swim the waters to tip someone looking for an Island. Once tipped you then become the shark and the other player re-joins the game. Additions: Sharks stay “in” and gang up on other players

Dead Ants Choose an ant exterminator. The ant exterminator exterminates the ants by tipping them on the shoulder. Once tipped and ant

becomes a dying ant lies on its back with arms and legs waving in the air. The exterminator’s objective is to eliminate all the ants (colony) to finish the game. The ants have to continue the colony by taking their dying ants (the ones who have been tipped) off

the Ant hospitals. There are 4 ant hospitals scattered around the room and determined by hoops. It takes 4 ants to carry 1 ant to hospital (hold leg, leg, arm, arm). Once in the hospital the dying ant is cured and continues the game. Safety tips: When holding on to an ant you cannot be exterminated. Place ants into hospitals If in a confined space have the children do crab walk instead of running.

Page 7: Games and Fun Ideas for GFA Programs - SESLHD · Using index fingers put your right finger on your nose, left finger on left ear. 2. Swap – left finger to nose, right finger to

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Others: Catch one, catch all Gym Mix pg 394 Mounted Tag Gym Mix pg 396 Nose and Toes Tag Gym Mix pg 397 Balance Tag Gym Mix pg 398 Frozen Tag Gym Mix pg 399 Got you Tag Gym Mix pg 401 Fish in the net Gym Mix pg 404

Circle Games

TPs and Indians In pairs form a circle with one sitting crossed legged and arms crossed (Indian) and the other child

standing behind with legs apart and arms touching straight above the head (TP) When called, TP runs around the Indian, around the big circle to the right, run around the Indian

again and finish in Tp stance. When called, Indian crawls through the TP legs, around the big circle to the Right, back through the

TP legs and sit in Indian. Last group back does something special eg 5 star jumps. Additions: when hands are clapped change direction

Snap, Crackle and Pop Sit in a group of 3 one behind the other to form a circle (as per Tp’s and Indians) First person is Snap, Second is Crackle, and third is Pop. When Called, Snap, Crackle or Pop, stand and run around the big circle to the right (this can be

changed to suit environment eg run, skip, hop) and back to the group. Once there, they can crawl through legs, or ZigZag in/out group to grab a beanbag in the middle

then sit back in the same space. The group/s without a beanbag can do 5 star jumps. Safety tips: Make sure bean bags are scattered away from each other

Discourage diving into the centre.

Others: Number Change Gym Mix pg 405

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End to End Games

Spiders Web All start on one wall One person is in – the spider All participants run from end to end, if tagged they are a fly in the web and assist the spider to catch

more fly’s. Flies can’t move and are stuck in the spot they are caught.

Others: Partner Tag Gym Mix pg 395 Line Chasing Gym Mix pg 400 Robbing the Nest Gym Mix pg 406

Useful web links for game ideas

teachingideas.co.uk

gameskidsplay.net

kidspot.com.au

wilderdom.com/games

funattic.com

jumpbunch.com

aussiechildcarenetwork.com (KinderGym)

Useful resources for games

Great selection via ACHPER Healthy Lifestyles Bookshop - http://www.achper.org.au/bookshop/bookshop

Page 9: Games and Fun Ideas for GFA Programs - SESLHD · Using index fingers put your right finger on your nose, left finger on left ear. 2. Swap – left finger to nose, right finger to

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PHYSICAL PREPARATION

Flexibility Activities Knots (Step in and out) – Gym Mix pg

Facing a partner holding hands both children are to try and step through their arms to

standing.

Finish back to back.

Repeat

Pass the ball

In a single file line pass the ball over and under to the end of the line.

After passing the h ball turn around so the ball can be passed back down the line

Variation – from side to side

Strength Activities (upper body)

Tunnel Ball Push Ups

Lying shoulder to should, hand under shoulders, the children push up to allow the ball to be

rolled down the tunnel.

Once the ball rolls past the children return to the lying position.

Front support Tag

With feet would each other partners, in a front support, take turns at trying to walk on their

hands and tagging the other player.

Change roles frequently.

Can be played face to face.

Strength Activities (abdominal) Tunnel Ball – V sit

Sitting side to side in a single file line

Children lift their legs to allow the ball to roll down the line.

After the ball passes the children lower their legs.

Partner Feet Clapping

Sitting face to face

Place feet together off the ground

Partners clap left to left and right to right

Set number of times

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Strength Activities (Legs) Chain jumping

In a single file line

Children place their hands on the hips of the child in format.

Working together the children jump to a nominated area.

Try jumping feet in, feet or and chain hopping.

Jump the Rope

In a Circle

One child in the centre.

Swing the rope around.

Children in the circle jump the rope to avoid being hit

When hit child changes places with the child in the centre

Balance Puzzle Gym Mix pg 288

Elbow Shoulders Knee

The Clock 12 stations as per the hands of the clock

1 centre station

The centre activities sent the participants back out to the clock numbers

12 stations each have a set of 6 activities:

1. sit up activities

2. leg strength activities

3. arm strength activities

4. endurance activities (jogging)

5. leg flexibility activities

6. shoulder flexibility activities

7. aerobic activities

8. core stability activities

9. leg strength activities

10. jumping activities

11. Add your own

12. add your own

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HAND HELD IDEAS

Hand Apparatus Ideas

ROPE Skips

Fwd. and back 1 foot & 2 foot On the spot Moving in a direction Double jump

Swing with a nice wide “U shape” Side to side Fwd. & bwd Like a pendulum and jump over it

Throw and catch Catch the ends of the rope Catch the middle of the rope Throw, catch & skip

Side throw and catch Figure 8 Planning

Left & Right Side In Front On top of head (helicopter)

In a pair

One rope, 2 skip 2 ropes, 2 skip

In a group

2 long ropes double Dutch facing each other or in a criss cross

BALL Bounce and catch:

1 hand 2 hand Side to side

Bounce Bounce, spin, catch Bounce

under leg off knee off forearm

Throw and catch:

1 hand 2 hand Side to side Between knees Behind back

Toss, spin, catch Rolling:

Down back & catch Along legs in L sit In dish Down one arm Down both arms

Partner

Bounce and catch to a partner Toss and catch to a partner One bounce/one toss to a partner

In a circle

Bounce to each other in a circle Toss to each other in a circle Evens only bounce or toss Odds only bounce or toss All bounce or toss

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Hand Apparatus Ideas

HOOP Skip

1 foot 2 feet Forwards, backwards Stationary and moving

Spin hoop

And catch with same hand Each hand Leg over, catch hoop Spin around and catch hoop Run around hoop and catch hoop

Throw and Catch from hand to hand Retro roll Rolling length of room Throw length of room Rotations on hands F & B Hula Hoop Partner

Roll & catch to a partner Toss and catch to a partner One roll/one toss to a partner

In a circle

roll to each other in a circle Toss to each other in a circle Evens only roll or toss Odds only roll or toss All roll or toss

RIBBON Circles

Left Fwd. & Back – heel and ear Right Fwd. & Back – heel and ear Circles in front – past toes and nose

Figure 8 Circle in front and step through Spirals

big and small

Serpents on ground in air in a circle

Zig zag (Waterfall) Up & Down Run

Serpents Spirals Zig zag

In a group In a line

Even & odd numbers left and right In a cannon

In a circle

All in and out together Even & odd numbers in and out In a cannon

Page 13: Games and Fun Ideas for GFA Programs - SESLHD · Using index fingers put your right finger on your nose, left finger on left ear. 2. Swap – left finger to nose, right finger to

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CIRCUIT IDEAS

Statics Circuit Station Ideas

Animal balance in hoop

-activity cards with various animals

-students do a balance corresponding to animal in hoop

-hold balance for 10 secs

-eg. flamingo = student could stand on one leg

Body part balance in hoop

-work with partner or activity card

-students to balance in hoop on particular body parts as

specified by activity card or partner

-eg. two hands and one foot; two knees

Balance on beam

-students practice different shapes and balances on beam

-use activity cards

-try making alphabet shapes

Partner balances

-use partner balance cards

-students to work together in groups to create balances as

shown on card

Balance board/wobble board -students to practice different shapes on an uneven surface

(use your imagination if you don’t have balance boards)

Bean bag balance

-move into different static shapes with a bean back on head

(or other body part)

-eg. from siting to standing; rolling from front to back

Balance using hand held apparatus

-hold different balances while using hand held apparatus (eg.

hoop, ball, rope, ribbon)

-eg. sit in tuck and rolling ball all the way round body

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Locomotor Circuit Station Ideas

Animal walks on beam or rope

-animal walks as above along beam or rope

-try giving children an animal and getting them to make

up to movement eg. snake, horse, koala

Locomotor movements (jumping, running, skipping, hopping, side gallop etc.) around

obstacle course

-create a short obstacle course with cones, markers etc.

for students to navigate in their locomotion’s

-try and include change of direction and level etc.

Partner animal walks

-students work together

-try partner crab walk – crab walk as above, students sit

one in front of the other; front students puts hands on

back students feet; students then coordinate crab walk

together

Bear or crab walk on parallel bars

-students complete bear walk or crab walk on low

parallel bars (hands hold bars, feet behind on bars,

bottom in the air)

-two low beams or ropes can be used if parallel bars

unavailable

Locomotor movements with hand apparatus -use hoops, balls, ropes etc. while completing locomotor

activities eg. try side galloping while rolling a hoop etc.

Locomotor movements balancing bean bag on different body parts

-balance bean bag on body part (arm, head, stomach

etc.) while completing locomotor movements (animal

walks, skipping, side gallop etc.)

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Rotation Circuit Station Ideas

Log roll or egg roll down (or up!) a wedge

-start and top of wedge and roll down in different shapes

-add teddy bears, ball etc. between feet to make more

challenging

-Roll up the wedge for a challenge

Superman/Supergirl rolls

-start on back in dish shape (straight shape with arms

and feet lifted just off ground)

-roll over to superman shape (on stomach, arms and feet

still off floor

-try not to let arms or feet touch as roll is completed

Rock and roll with bean bag on stomach

-place bean bag on stomach and complete rock and roll

several times without losing bean bag

Partner log rolls -as log rolls above but holding hands with partner

Butterfly rolls -start in butterfly shape and roll to side and around in a

circle

Spin and balance

-spin in a circle 10 time and then try and balance on one

leg

-have a competition with partner to see who can be ‘still’

after spinning first

Windmill front – back support

-start in a front support shape with either hands (easier)

or feet (challenging) on a low beam

-move along beam by rotating from front support to back

support through side support

-Could also be done around a box

Cartwheel (or Cartwheel drill) over or off a box

-over box: children place hands on box and

jump/cartwheel their legs to the other side

-off box: children start standing on low box, place hands

on box edge and cartwheel legs to floor

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Spring and Landing Circuit Station Ideas

Hoop jumping

-jump into hoops (land on motor bike)

-pick hoop up and move over body/head without

touching body

Hoop jumping obstacles

-jump to hoop over box or other obstacles

-try jumps with turn

-add object between legs for added challenge

Jumps from box or raised surface (land on mat)

-try different jumps (tuck jump, star jump, ½ turn) from

low box to motor bike landing

Side to side bunny hops

-bunny hops side to side of a low beam, rope or line

-add object between feet for challenge

-try rotating bunny hops

Ski jumps -side to side or front to back jumps over a line or rope

-can be done fwds, bwds, sideways etc.

Jumps along or over low beam -jump over small objects on a low beam

-Skip with a hoop along low beam

Fly

-set hoops or ropes up in a row with varying

distances/gap between

-children jump/hop/step in each hoop but are only

allowed one floor contact per hoop/gap

Mini Tramp

-turn mini tramp around and place box or low beam in

front – children jump from box to mini tramp and then

to landing mat

-try using a pool noodle for children to jump over

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Swing Circuit Station Ideas

Hangs on bar

-students hang on bar (as above) in different shapes

-students can try transitioning from one shape to

another without putting their feet on the ground

School Play Equipment -use existing school play equipment to create a swing

and climbing circuit

Animal swings

-give children an animal to imitate on a bar eg. monkey,

sloth, possum,

Pick up and drop

-have children hang on a bar and pick up a bean

bag/toy with their feet/object

-have them either move or swing the bean

bag/toy/object to bucket, hoop etc.

Target throw - swing with a bean bag between your feet and have

children throw into a hoop or basket

Kick the cone - balance a ball on a cone, have the children kick the

ball off with 2 feet (glide leadups)

Wall bars

-child to thread skipping rope in and out of bars as they

climb

-child to ring bell etc. when then reach the top

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For more information regarding GFA Programs contact: Natalie Jaques

GNSW Development Officer [email protected]

02 8116 4113


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