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Fitness
Free Sample
Year 2
Learning Objectives
- Improve speed and agility.
- Develop the jumping technique safely.
Curriculum information
Equipment
- Cones
- Hoops
- Marker spots
- Batons
- Hurdles
Risk Assessment
- Suitable clothing and footwear worn by participants.
- Equipment suitable for participants, safe and checked.
- Area safe and checked - any hazards removed.
- Safety information highlighted to participants.
- Staff aware of all emergency procedures, including designated 1st aider.
Knowledge Checks
Throughout this plan you will see ‘Knowledge Checks’ to help you ensure the pupils are acquiring the intended knowledge as the lesson progresses. The two types of knowledge to focus on in PE are:
- Declarative Knowledge: Factual knowledge concerning movement, rules, tactics, strategies, health and participation (best practiced through spoken or written observations of a practical demonstration).
- Procedural Knowledge: Knowing how to apply declarative facts (best practiced through demonstration or participation).
Activities & Games
Arm and Leg Tag
- Each child can tag another, while simultaneously trying to avoid being tagged themselves.
- If a player is tagged on their arm, they lose the ability to use that arm.
- If a player is tagged on their leg, they lose the ability to use that leg and must hop around. If they lose both legs, they must stand on the spot but can still try to tag another player that runs past them as long as they have use of at least one arm.
- Once a player loses both arms and legs, they are out of the game.
Differentiation:
- Instead of a child being out of the game, set a task they must complete to regain the use of their arms and legs. For example, 10-star jumps regains an arm, 10 squats regains a leg.
Progressions:
- Farmers can recall the same animal back across instead of waiting for them all the cross first.
- Introduce more animals.
- Allow the farmer to call out more than on animal.
Animal Yard
- Give each group an animal to be – chickens, pigs, horses, cows, dogs, and ducks.
- The farmer calls out an animal of their choice, e.g. ‘horses’ and those animals try run to the opposite endzone without getting caught.
- If an animal is caught, they must join the farmer in the middle and become a farmer’s helper.
- The farmer and helpers must start from the middle every time before calling out the next animal.
- The last animal (child) at the end of the game is the winner.
Differentiation:
- Animals that become helpers cannot move their feet from where they’ve been tug and must try tag other animals by reaching their bodies and arms.
Volcano Crossing
- Explain and demonstrate to the children how to jump and land safely, (bend knees, swing arms, back straight with good posture, take off and land on the balls of your feet, arms in front to help balance).
- Children must move around the area practising their jumping technique, making sure they don’t touch the floor (which is lava), jumping from equipment to equipment.
- Time 1 minute and ask pupils to jump from equipment to equipment, scoring one point each time they make a successful jump without touching the lava.
Progression:
- Challenge the children to use different jumps, e.g. two feet to one foot, one foot to one foot, one foot to two feet.
- Add 2/3 taggers that the children must try to avoid. If children (including taggers) touch the lava or if a player is tagged, they must leave the equipment and complete 10 tuck jumps before returning to the game.
Relay Races
- The first child in each team needs a relay baton to run with.
- One at a time, from each team, one pupil jumps up and runs out, slaloming through the cones to their end cone, run around it and slalom back to their group.
- When they return, pass the baton on to the next child in their team, for them to go, and join the back of the line.
- First team to finish are crowned the champions.
- For every race change the movement pattern for the children, e.g. hopping, skipping, jumping, sidesteps, walking backwards, gallop, hopscotch.
Progression:
- Introduce some hurdles for the children to jump over instead of the slalom cones.
Progression:
- Ask children to perform 10 star jumps at the end cone before returning.
Differentiation:
- Change the distance the children run.
Beach Time
- Pupils pretend to be at the beach – Walking through deep sand – Jumping over waves – Shaking off the sand.
- Call out and act out the movements, if needed, for the pupils to copy.
- Ask children why it’s important to cool down the muscles we have used after physical activity. Discuss the answers given.
Knowledge Check
What is speed and agility?
- Speed is the time it takes to get from one place to another.
- Agility is the ability to move quickly and change direction efficiently.
What makes a good jumping technique?
- Swing arms.
- Bend legs.
- Take off from balls of feet.
- Land softly onto balls of feet.