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Name/Title: Critter Ball Plus

Materials Needed: 2 Hula Hoops, 1 critter, 2 bowling pins and jerseys for each game.

Skills: Throwing, Catching, Offensive and Defensive Strategies, Moving to Open Spaces

Lesson Description: Play 3 on 3 or 4 on 4 (depending on class size) games going on at one time across the width of the gym. Students must play a "Man-to-Man" defense (know who you're covering and stay with them). One team begins by passing the critter to each other and towards the other team's goal (bowling pin in a hula hoop). You cannot take any steps once you have the critter. The defensive team tries to intercept or block the passes but cannot stand in front of the bowling pin unless the person they are guarding is near it. If a player has a clear path to the pin they should take a shot. If the pin is accidently knocked down by a foot there is a timeout to set it back up, followed by a free pass for the offensive team. If there is a tie critter, (two tugging on the critter at the same time), it goes to the team who didn't have it at the begining and alternates thereafter. The critter may not be touched by the defense when held by an offensive player. A critter in the air or on the ground is a free critter.
Optional Rules:
Players may not play the critter unless they are on their feet.
Don't use a bowling pin, have a player in the hoop to catch and reverse goals.
Use a ball instead of a critter.
Designate referees before beginning the game and use them to settle disagreements and determine who gets first possession.
Pictures and Videos:

Name/Title: Empire Mania

Materials Needed: 1-2 dodgeballs and enough jersey for each player
Objective/Goal: To get everyone to be a part of your empire

Skills: Throwing and Catching

Lesson Description: Start by selecting one student to start the empire by giving them a jersey and one dodgeball. At the signal they are allowed to run and capture their first member of their empire by tagging them with the ball or throwing it at a player. The ball must make a direct hit to count. No headshots. Once the first player has been tagged, the members of the empire cannot run with the ball. They pass to one another to capture the rest of the players. The game ends when everyone has been tagged.

Pictures and Videos:
Other:



Name/Title: Gator Ball
Materials Needed: Softi Ball, Bat, Batting tee, Scrimmage vests
Standard: Movement Concept- participate in activities that require problem-solving, cooperation, skill assessment and teambuilding.
Evidence Outcomes: Participate in and understand the value of initiative and cooperative activities.
Skills: Throwing, Catching, Batting,
Lesson Description: Divide the class into three teams: one team up to bat and two teams in the outfield. Place the batting tee, softi ball, and bat on the endline of the gym. The team up to bat sends two people to the batting tee. One player will bat, while the other player stands to the side to be a runner. The player hits the ball and both players run to the other side of the gym, trying not to get hit by the softi ball. If the runners are safe, they stay on that side of the gym until the next teammate bats. When the next two players bat, the first runners try to return to the tee, while the other two runners go to the opposite endline.

The two teams in the outfield spread out in the gym and try to field the softi ball.
How to get outs...
1. Catch the ball. Only the batter would be out, the runner would still be live!
2. Throw the ball and hit a runner below the waist (or you can have them tag the runners if you don't like throwing the ball at them).
3. If the runner can catch the ball thrown at them, they are safe!

The batting team tries to score as many runs as possible before getting three outs. When the outfield has obtained three outs, one team in the outfield goes up to bat and the other two teams play defense!

The team with the most runs at the end of the class period is the winner!


Name/Title: 4 Nations


Materials Needed: flag belts 4 team colors, 4 (each) red, yellow, blue, and green dodge balls, cones, 4 hula-hoops (optional) to keep equipment contained in one area of the safety zones.


Objective/Goal: to steal one of each colored dodge ball, and bring it back into your country’s safety zone. The game ends when one nation has a ball from each nation and has at least one of their own. Example: Red nation may have 4 red dodge balls but only one from yellow, blue, and green. May also have the bonus ball.

Skills: Fleeing, dodging, cooperation.

Lesson Description:
*Game starts with each country’s colored dodge balls in their safety zone.
*Teams may have 2 guards at max. directly around their safety zone.
*A player may take one ball (any color) from a country each time they enter a safety zone.
*A player’s flag may be pulled off in any country but their own, if he/she does not have a ball. If a player has taken a ball, he/she is not safe in any country including their own, until the ball has been placed in their own country’s safety zone.
*Once a player's flag has been pulled off, he/she must return to their own country and put their flag back on before continuing in the game.
*If a player’s flag is pulled off while carrying a ball, he/she must return the ball to the safety zone it was taken from - No throwing the ball back into the country!
*Once a player reaches a safety zone the defending country’s players may not pull their flag. However, they are not safe from players from other country’s who also enter the safety zone. The safety zone only keeps a player safe from the defending country’s players.
Example: A blue player enters the red country’s safety zone; the blue player(s) are now safe from the red players.
If a player from the yellow or green team enters red’s safety zone anyone on blue,
green, or yellow in that zone may have his or her flag pulled off.
*Once a player picks up a ball in a safety zone he/she must exit that zone staying in bounds. That goes for all players, they must remain in bounds. If a player does not remain in bounds he/she must return to their country before resuming play.
*No alliances.
*No flag guarding.
*No sliding.
*A game ends when one nations calls out "4 nations!" If anyone has a ball in possession and not in a safety zone they may take that ball back to their nation.
*You may also add a "Bonus" ball worth more points. I often play the game with scoring. One a game is finished each team receives one point for each ball in their nation, the bonus ball is worth 3 points, and the winning team receives a 6 point bonus for the win.
Strategy
*Teams need to watch other countries safety zones, and once a team notices a country is getting close to finishing they can…
1 – Go steal from that country.
2 – Go and put another ball into that country’s safety zone to overload them.


Pictures and Videos:

Other: Added Feb. 2011 K-12 meeting: Donny Reeves - Liberty Common Schools (dreeves@libertycommon.org)


Name/Title: Go For Twenty
Materials Needed: Twenty tennis balls or beanbags, 6 hula hoops, a flag belt for each player and some cones to make a nest on each side of the floor and/or boundaries if you are playing outside and do not have a defined field.
Objective/Goal: To get all of the other teams eggs from their nest back to your side without getting your flag pulled off. This game provides a strenuous aerobic work out. It also allows participants to improve their quickness, agility and stamina.
Lesson Description: Mark boundaries for a rectangular field approximately thirty yards wide and fifty yards long. Use cones to create a circle about fifteen feet in diameter toward the end line of each side of the field. Place ten tennis balls or beanbags at the center of each circle. Place 3 hula-hoops on each teams side. These are safety zones and no more than two students can stand in each one at a time, for no more than 10 seconds. Players on the opposing team should count their ten seconds for those in a hoop. Divide the group into two equal teams. Have teams spread out on opposite sides of the field with one player defending the nest for each team. The person guarding may want to put on a jersey so everyone knows who is guarding. They are the only ones allowed in the nest. The game begins on your command and players attempt to run to the other teams side to steal an egg from their nest. Players may only grab one egg from the nest at a time. If a player’s flag is pulled off when they cross the half-court/field line then they must sit down wherever that happened. The person who pulled their flag off puts it at the middle of the floor/field. The only way for a person to get their flag back is for one of their teammates to retrieve it from the half court line and run it to them. They then hold onto the flag together and walk back to their side. They get free backs if they are holding onto a flag. They must return to their side before they can try and steal an egg. In any tie situation I always make them rock, paper, scissor to determine the outcome. If a player gets and egg but gets their flag pulled off before they make it back to their side then they exchange flag for egg and they may return to their side without sitting down.

Variations: You could set a time limit and see who has the most eggs when the time is up. You could allow players to grab as many eggs as possible. You could also have players that have already gotten their flags pulled off be allowed to pull of an opposing teams flag if they get to close to them. This helps eliminate puppy guarding! When they pull off some ones flag on their own side they get to stand up and exchange it for their own at the half court line. If a player gets their flag pulled off on their own side, they must sit down and one of their teammates must go and retrieves their flag for them.

Other: Added Feb. 2011 K-12 meeting: Jon Wilcox- Liberty Common School(jwilcox@libertycommon.org)