Professional Documents
Culture Documents
Part A
Part A
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The ã outcome is to expresses feelings, needs and wants in appropriate ways while the indicator is to play simple response games. The
communicating outcome and indicator is shown in the game when students listen attentively to the instructions so as to move accordingly and in
response to a certain bean name.
The
outcome is to relate well to others in work and play situations while the indicator is to observe classroom and playground rules. The
relevance of this skill͛s outcome and indicator is shown when students must abide by the rules (the instructions) for the common benefit.
The
outcome is to demonstrate a general awareness of how basic movement skills apply in play and other introductory movement experience
while the indicator is as follows: walks, runs, slides at different tempos/speed. This can be shown when students are able to respond to stimuli
(teacher͛s commands) to play the game.
Equipment and Teaching cues
cictures of the different bean types
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The outcome is to demonstrate a general awareness of how basic movement skills apply in play and other introductory movement experience
while the indicators are as follows: stretches and curls the body at levels (high and low )and walks, runs, slides at different tempos/speed. The game
helps the students to achieve the outcome and the indicator for this skill by doing a bit of stretching as an introduction and by moving their bodies in
respond to the stimulus given (fast / slow tempo or no music).
The
outcome is to relate well to others in work and play situations while the indicator observes classroom and playground rules. The
outcome and indicator for this skill is show in the game by informing the studentsabout the rules of the game.
The ã outcome is to expresses feelings, needs and wants in appropriate ways while the indicators are being able to respond to simple
instructions and rules as well asto play simple response game. The outcome and indicators for this skill is hown when students adhere to the rules
mentioned and responded to what the game entails them to do.
Equipment and Teaching cues
Cd player
Music containing different tempos or beats
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The students will be given a picture of an animal each and walks around the room when music is being played. The teacher will call out switch and the
students will exchange the picture with someone else͛s. When the music stops the students must go to the corner with the matching animal picture
and make a sound or action that corresponds to that animal. The animal picture and the corresponding sounds are as follows: Tiger = Roaring, Cat =
Meow, Monkey = scratching action and cig = sleep.
Why is this game important for this stage?
ð chysical developmentʹ Students at this stage must develop awareness in using their senses. This may be accomplished when students observe
others whilst doing the activity, do the activity by themselves and listen to the teacher͛s instructions.
ð Cognitive evelopment ʹ Students must be able to discriminate. The game will help students achieve the later͛s outcome by discriminating
against the difference of each pictures and the sound or action that corresponds to it.
ð Emotional evelopment ʹ Students must be aware of similarities and differences in terms of others͛ abilities (e.g. When imitating a tiger͛s roar,
other students may roar louder than the others).
The c cE Skills involved are: ã
The
ã outcome is to communicate appropriately in a variety of ways while the Communicating indicator is being able to express
themselves through movements.Through this game the students are able to communicate and express themselves with the use of their voice and
movements in making the switch, going to the designated places that corresponds to their cards and making a sound or action of a certain animal.
The outcome is to demonstrate maturing performance of basic movement and compositional skills in a variety of predictable situations while
thet indicator is repeating movements to form a sequence. This can be achieved while playing the game because the students are asked to imitate an
animal sound or action thus enabling them to repeat a movement to form a sequence.
The
outcome is to develop positive relationships with peers and other people while the indicators are displaying cooperation in group
activities and listens and responds to others. Cooperation is shown in this game by having all students switch cards and being able to follow what the
card entitles him/her to do.
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Name of the Game: Cats and ogs Stage 1
Explanation
esignate one or two students to be dogs that chases cats. The cats wears a lace around their neck. On the teacher͛s cue the dogs will chase and tap
the cats. Once a cat has been tapped, he / she will remove the lace around their neck and becomes a dog. As the game progresses the cats will be
outnumbered by the dogs and will keep on chasing the cats until no cats are left, then the children will shout dogs out.
Why is this game important for this stage?
ð chysical development ʹ The students experience changes in developmental ability and must be able to cope with higher range of activity (e.g.
students can run around faster and longer when doing the tag). Thus, by playing this warm up game, the students will be ableto test if they
are able to cope with higher range of activity (e.g. running faster than they used to be).
ð Emotional evelopment ʹ The students must learn personal rights and responsibilities. Learning about personal rights is demostrated when
students tag others or accepting to be tagged. A sense of resposibility is shown by giving up their laces when tagged.
ð Cognitive development ʹ At this stage students are able to experience changes in their abilities in terms of comprehending cause and effect
relationships. In the game, the students learns the cause of being tagged by the dogs and the effect of which to the overall activity. In addition,
the students also will develop their discrimination skills, that is to discriminate dogs from the cats.
The c cE skills involved are: Ô
The Ô
outcome is to recall past experiences in making decisions while the indicators are as follows: credicts consequences of options in
order to make a decision and set simple goals. ecision making is shown when students are deciding where to go so as not to be tagged by the dogs or
where to run to tag a cat whilst simple goal setting is shown when students set their goals which is to tag a cat or to run faster so as not to be tagged
by a dog.
The
outcome is to develop positive relationships with peers and other people while the indicators are to display cooperation in group
activities (shown when taking turns to be a cat or dog) and observe rules regarding group conduct (shown when students follow the rules pertaining to
being a cat or dog).
The outcome is to demonstrate maturing performance of basic movement and compositional skills in a variety of predictable situations while
the indicator is to repeat movements to form a sequence (shown in running).
Ô
The ã
outcome is to use variety of ways to communicate with and within the group while the indicator is to report on participation in
games and activities in a large group (shown when all the members of each group participates in the game and have their turn in dressing up as mom
or dad).
The Ô
is outcome is to make decisions as an individual and as a group member while the indicators are considering individual strengths
and limitations when allocating group roles (shown before the game starts, when students decide amongst themselves on who to go first, second etc. )
and works towards developing realistic goals to support decisions made (shown when the students work together for a common goal ʹ to finish up
first).
The
outcome is to make positive contributions in group activities while the indicators are to help others achieve the set task (shown when
the students help each other in putting on the pieces of clothing) and discusses personal strategies to deal with difficult situation (shown when
students discuss amongst themselves the strategies that they will use).
The
outcome is to use a range ofproblem-solving strategies and the indicator is to Identifywhat needs to be done to achieve a goal
(shown when students are given instruction with regards to the goal of the game).
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Name of the Game: Body Sytems Game Stage 2
Explanation
The teacher will divide the board into two, each with 6 columns(I have chosen 6 Body Systems which are easy to remember). A picture of certain body
part will be placed on the floor .The students will be divided into two groups. At the teacher͛s cue each member will hop towards the front (using a
sack) to grab a picture that corresponds to a certain body system and place it on the proper column. The group with the most number of body parts at
the proper column wins.
The ã outcome is to use a variety of ways to communicate with and within groups and the indicator for this outcome is to make
complaint, state a problem or disagree in acceptable ways (shown after the game, while the teacher is checking if the pictures are at the proper
column the teacher may ask the students why a picture is at a certain column).
The Ô
outcome is to make decisions as an individual and as a group member and the indicator is clarifying reasons to reach a particular
decision (shown when students discuss amongst themselves as to what picture to put up next or can guide their team member whilst putting the
picture on a column).
The
outcome is to make positive contributions in group activities while the indicator is to help others achieve set tasks (shown when each
member of the team is given a turn to contribute on their team͛s score).
The Moving indicator is to display a focus on quality of movement in applying movement skills to a variety of familiar and new situations and the
indicator is to perform bunny hops (shown when students are asked to use a sack and hop their way into the front).
Equipment and Teaching cues
Sack, cictures of body parts that corresponds to certain body system
Reffer to Appendix A
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The ã outcome is to communicate confidently in variety of situation and the indicator is able to present an opinion with confidence(e.g.
its up to the group members of each group to communicate amongst themselves as to how effectively they will perform the task).
The Ô
outcome is to make informed decisions and accept responsibility for consequences while the indicator for this skill is to accept
responsibility for their decisions and predicts consequences of their choices (shown when students decide on wether to knock the cone or put it back
up. e / she is taking responsibility for the action done by ensuring they do what they are meant to do and not the other way around).
The
outcome is acts in ways that enhance the contribution of self and others in a range of cooperative situations. The indicator for this skill
(interacting) is to demonstrate actions that support the rights and feelings of others (shown when students practice fair play while playing the game).
Equipment and Teaching cues
20 Large cones
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The Ô
outcome is to make informed decisions and accepts responsibility for consequences and the indicator is tofind and analyse
information upon which to make an informed decision (shown when the teacher calls out market, market the students are given a choice on which
food group to go).
The outcome is to refine and apply movement skills creatively to a variety of challenging situations and the indicator is to transfer sequence of
locomotor and nonlocomotor movements from the floor to simple apparatus (bench, hoops). The later can be displayed when students hops inside
the hoops located in the four corners of the wall.
Equipment and Teaching cues
oops that can be placed in the corners of the room.