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Gym Lesson Plans
Gym Lesson Plans
10
Equipment: Time:
Music- Just need one song 30 minutes each
Large dice that can be rolled on the floor
Poster of dice warm up movements
15 dogdeballs
Cognitive:
Closure: 3 minutes
● Have students sit back down and ask what they
liked about today and if there was anything that
could be better?
● Vote on whether they would like to continue
playing the Get to know you dodgeball the next
day or move on to something else.
References: N.A.
Lesson Two- Thurs Jan. 12
Equipment: Time:
Music- Just need one song 30 minutes each
Large dice that can be rolled on the floor
Poster of dice warm up movements
Dodgeballs (or any ball)
7-9 cones or pylons
Cognitive:
Introduction: 6-7minutes
Warm up: ● Give students reminders about routine and
● Students will practice the warmup routine attention getters learned in lesson one.
learned in lesson one. ● Allow them to practice routine without too much
● Students will run for length on one song and then interference
sit down in the center of the gym.
● Then we will play approx 5 rounds of dice roll
warm up.
Body:
Activity one: (10 minutes) ● Review the game for students who were away
● Continue Get to Know you Dodgeball but this ● Remind students that it is not personal if I
time I will try to remember students' names when remember other's names but not theirs- it is all
they come to me. Students can still tell me part of the learning process.
something about themselves.
Activity two: (12-15 minutes) ● Explain the game to students
Skittleball game that practices throwing skills (come up ● Ask students if they know what the two main
with name) ways to throw a ball are (upper hand and lower
● Divide students in groups of 4 (or 5) hand)
● Have groups line up at one end of the gym and ● Ask a student to volunteer to demonstrate each
give each student a ball ● Tell students that may use either in this game.
● Place a cone or pylon approx 15-20 ft in front of Encourage them to try both and see which is
each line of students. more effective.
● The first student in line will throw their ball to try ● Quickly reviewing proper throwing techniques
and knock over the cone. (looking at target, stepping forward with
● If they successfully knock over the cone then opposite foot when throwing ect..)
they run and stand it up and grab their ball. ● After a few minutes of play, have students stop
● If they miss they leave their ball and move to and ask them which kind of throwing was more
back of the line. successful.
● If the second or third student in line knocks the ● Have a brief discussion of the benefits of each
cone over they run and stand the cone up and (Upper- more power and can aim at the top of
collect their teammates balls. the cone to knock it over. Lower- more accurate
● If all students in the team have thrown and not and easy to control, students can be precise.)
yet knocked over the cone, the last student to ● Allow students to continue playing for the rest of
throw runs up and collects the team’s balls. time.
● The team that knocks over their cone the most
times wins.
Closure:
Clean up: 3 minutes ● Grade 4/5s do not need to take things out of the
● Have students put aways all equipment before gym but gather equipment and place at the
leaving the gym side.
References: N.A.
Lesson Three- Friday Jan. 13
Equipment: Time:
Music- Just need one song 30 minutes
Large dice that can be rolled on the floor
Poster of dice warm up movements
Dodgeballs (or any ball)
cones or pylons
Body:
Activity one: Guard the Queen Dodgeball (10 minutes) ● Reminders of proper throwing
● Divide students into two teams techniques learned in previous lessons.
● Each time has a queen which can not move ● Also provide reminders of dodgeball
except for leaning side to side to avoid getting safety.
hit. The object of the game is to hit the other ● Be mindful of games getting boring and
team's Queen. The queen has a ‘body guard’ change when it appears that students
which protects the queen by catching or have had enough of each.
whacking away the balls.
● Progressions can be made by adding more
Queens and body guards.
Activity two: Skittle ball game (come up with name) (10
minutes)
● Students remain their dodgeball groups
● A row of cones or pylons (or any kind of
moveable target) is placed along the centerline,
also a few more balls should be added to the
game.
● The objective is to knock as many targets into
the other team’s side as possible.
● Randomly after a few minutes of play stop and
and count which side has fewer targets on their
side, they are the winners.
Closure:
Clean up: 3 minutes
● Have students put aways all equipment before
leaving the gym
References: N.A.
Equipment: Time:
Music- Just need one song 30 minutes
Large dice that can be rolled on the floor
Poster of dice warm up movements
Dodgeballs
Pinnies- not necessary but helpful
Introduction: 6 minutes
Warm up: ● Provide reminder cues and
● Students will practice the warmup routine encouragement throughout warmup
learned in lesson one.
● Students will run for length on one song and then
sit down in the center of the gym.
● Then we will play approx 5 rounds of dice roll
warm up.
Body:
Activity one: Warm up dodgeball game (6 minutes) ● Remind students about dodgeball safety and
● Divide students up into two teams keeping their eyes up when running after balls
● Line the centerline with plenty of dodgeballs
● Students have approximately 2 minutes to throw ● Reminder of throwing styles and proper
as many balls to the other side as they can. The form/aiming
object is not to hit people but to have as few ● Encourage students to try underhand and upper
balls on your side as possible when time runs hand (which were they more successful with
out. and why?)
● Add more balls to the as necessary (there should ● Part of the purpose of this activity is to be able
be enough that students are throwing constantly to access individual student’s throwing skills so
since this is throwing warm up game) walk around and take notes of the skills
● Repeat again if time allows students are demonstrating and how they have
Activity two: Guard the Queen Dodgeball (12 minutes) developed
● Divide students into two teams ELL Support
● Each time has a queen which can not move ● Whenever possible demonstrate not just explain
except for leaning side to side to avoid getting ● Allow students that speak/understand very little
hit. The object of the game is to hit the other english to be paired up with a language
team's Queen. The queen has a ‘body guard’ speaking buddy who can help explain things to
which protects the queen by catching or them
whacking away the balls. ● If our new student Nicole is feeling
● Progressions can be made by adding more overwhelmed she may sit out for the first day of
Queens and body guards gym
● The queens and body guards can also wear
pinnies to help identify them.
Closure:
Clean up: 3 minutes ● Only grade 5/6 has to put equipment
● Have students put aways all equipment before away- 4/5 can just reset the gym
leaving the gym
Lesson Evaluation: formative Watch and assess student's individual throwing skills.
References: N.A.
Equipment: Time:
Music- Just need one song 30 minutes
Large dice that can be rolled on the floor
Poster of dice warm up movements
Dodgeballs (or any ball)
2 small balls preferably yellow or orange but not critical
Pinnies for each student- preferably red, yellow, green
and blue but not necessary
12 hula hoops
Duck tape
Introduction: 3 minutes
Warm up:
● Students will run for one song but we are going
to skip the rest of the warmup to make more time
for the game.
Body:
Quidditch dodgeball style! (this game is a bit ● Emphasize the importance of keeping your eyes
complicated and takes some set but I think students will up and watching where you are going as there
have lots of fun and it is good progression into will be people and balls going everywhere!
basketball) 20-25 minutes
● Make to playing fields running along the short ● This will be a lot to explain to the students and
way across the gym. On either side of each wall likely a bit challenging to get going but just stay
tape up 3 hula hoops that serve as the rings in patient and encourage students- this should be
quidditch, they should be staggered with the fun once it’s going! Enthuasamium will be key to
middle one higher and then lower on either side. get students invested in learning and trying the
All rings are worth an equal ten points. game.
● Divide students into four teams- teams should ● Allow students to get involved and explain
have as close to 7 players per team as possible elements of the Quiddich if they know it
● Each team will have 3 chasers who are ● I have never tried this before so be flexible and
responsible for scoring, two ‘beaters’ (modified to make adjustments as needed
not actually be violent) who are responsible for ● Skills like aiming at a hoop, passing, blocking
preventing the chasers from scoring, 1 keeper passes, and court awareness are good skill
who serves as a goalie for the rings and 1 progressions into basketball so try to help
seeker who tries to catch the golden snitch when students develop these skills throughout.
the opportunity arises.
● Designate a team captain for each team who will
choose a number between one and ten- the
order of who is closest to number who had in
your head gets to pick which house their team is-
Gyriffondor, Huffelpuff, Ravenclaw or Slytherin (if
students get worked up being Slytherin remind
them that not all Slytherins are bad and because
they are usually a very determined house they
are good at games)
● Designate the positions students will play- more
or less chasers and beaters can be used as
needed for numbers
● Explain the game to students:
- The chasers are the only ones who can
score points
- They must try to throw the Quaffel
(dodgeball) through the hops to score
points
- The twist is they can only run/walk 3
steps with the ball before they must throw
it either another chaser on their team or
at the hoops
- The beaters are trying to intercept the
passes between the chasers of the
opposing team in order to prevent
scoring. They do this by either catching
or deflecting the throws between chasers.
Beaters must stay at 2 big steps away
from chasers in order to still allow them
the opportunity to throw
- If beaters catch the ball they must throw it
back into playing area somewhere to be
collected by chasers
- The keeper stands in front of the hoops
and tries to prevent scoring by either
catching or deflecting balls that are going
towards the hoops
- Each time the ball is knocked out of play
it must be collected by chasers
- Seekers observe play until an opportunity
arises for them to catch the golden
snitch. Every few minutes of play I will
throw the snitch (small yellow ball) into
each game for the seekers to attempt to
catch, if they catch it then the game is
over and the game is over there team
wins, if not the snitch is collected and the
game continues.
- When throwing the snitch alert the
attention of the seekers but don’t give
them much time to prefer and throw the
ball randomly into the playing area.
- A typical game of Quiddich goes to 150
points if the snitch is not caught. (it may
not be possible to keep score though as
two matches will be happening at the
same time and I will not be able to
monitor both all the time, so alternatively
a time limit can be set on the game and
there is no ‘winner’ unless the snitch is
caught.
● Positions as well as matches should be rotated
at least a couple times throughout the class
Closure:
Clean up: 3 minutes ● Only grade 5/6 has to put equipment
● Have students put aways all equipment before away- 4/5 can just reset the gym
leaving the gym
References: N.A.
Equipment: Time:
Music- Just need one song 30 minutes
Large dice that can be rolled on the floor
Poster of dice warm up movements
Dodgeballs (or any ball)
cones or pylons
Need to have equipment for all previous lesson handy
as students will get to choose the activity (see about
leaving Quidditch hoops on the wall)
Cognitive:
Closure:
Clean up: 3 minutes
● Have students put aways all equipment before
leaving the gym
References: N.A.