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Pearl Modi SID: - 17178020

PDHPE ASSESSMENT 1

Part A - WARM UP GAMES PROFORMA PDHPE (students are to use one part A proforma for each of the 4 games, one page for each one)
Name of the Game : Traffic Jam Stage: Early stage one- kindergarten Explanation : Aim: To increase students attention. Duration: 10 mins. Procedure: 1. All students stand in a circle facing the teacher in the middle as traffic controller. 2. Students pretend to drive cars and move in the circle. 3. Teacher calls out traffic symbols and students have do the action without bumping into each other e.g. teacher says green and the students will move in the circle without bumping each other, when teacher says bump then the students jump at their place. Symbols used Actions to be performed Red Stand still Green Run in the circle Amber Moon walking Traffic jam Beep horn and walk Reverse Walk backwards in the circle Bump Jump at the same place where they are. 4. Student who does not follow the circle is the next traffic controller. Why is this game important for this stage? This activity builds up the foundation of decision making. It educates them about basic traffic rules. Encourages student to be attentive and helps in active listening. Helps in taking instructions and following them accurately. Makes students realise about their responsibilities and to act in concern for others. What are the PDHPE skills involved in this game? How? I. Communicating: COES 1.1: Response to simple instructions - e.g. by following instructions given by the traffic controller and give simple response. II. Interacting: INES1.3: Works happily with the class peers- by caring for each other and using self-control and to deal with excitement, e.g. while running in the game without bumping into each other. III. Decision making: DMES 1.2.: Identifies some options available when making simple decisions of choosing between safe and unsafe situation e.g. in this activity students have to make decision to stop without bumping into each other at a safe distance. IV. Moving: MOES 1.4.: Demonstrate general awareness of how basic movements like running, walking, jumping etc., apply in the game for e.g. students responding to the commands of the traffic controller.

Masters of Teaching (Primary)

Bankstown campus

Pearl Modi SID: - 17178020


Equipment and Teaching cues Teaching Cues: A clear explanation of the game given by the teacher. Equipment: Open ground or a big hall Witches cones to mark the area of play. Whistle for the teacher.

PDHPE ASSESSMENT 1

References: Adopted from: 1. Practical ideas, games and activities for the primary classroom, Paul Barron, limited edition-2008, chapter 6. 2. Personal development, Health and Physical Education K-6 syllabus. 3. www.scribd.com/doc/55010045/PDHPEwarm-up-games viewed on 5/9/11.

Masters of Teaching (Primary)

Bankstown campus

Pearl Modi SID: - 17178020

PDHPE ASSESSMENT 1

Part A - WARM UP GAMES PROFORMA PDHPE (students are to use one part A proforma for each of the 4 games, one page for each one)
Name of the Game: Stepping stone Stage: Stage 1, year 2 Explanation Aim: To increase students numeracy skills. Duration: 10 -15 mins. Procedure: 1. Teacher allocates one student to be troll who stands at one end of the hall and the rest of the students at the other end of the hall. 2. Students then call out Mr Troll, Mr. Troll, how many stones should we gather and then troll will call out either odd or even numbers or simple multiples e.g. 3+4, 4-2, etc. 3. The students on the other end have to get into a group of that number. Student whoever is left out from a group will be next troll and the previous one will join the group of students playing the game. In the way the Troll will keep on changing and most of the students get to become the Troll. Why is this game important for this stage? This activity focuses on students numeracy skills. It encourages students to focus on their active listening and rapid response. Encourages students on leadership skills and independent learning as teacher only provides guidance but does not participate in the activity. Encourages building relationship with their peers. What are the PDHPE skills involved in this game? How? I. Communicating: COS1.1: Communicates appropriately and expresses themselves through movements. This activity encourages the student to communicate with each other while forming groups and to listen troll carefully. II. Decision making: DMS1.2: Student recalls past experiences in making decisions, predicts consequences of options in order to make decision e.g. troll calls out number where there are more chances of other student not having a group formed. Another example is student recalls how easily they can form a group of particular number. III. Interacting: INS1.3: develops a positive relationship with their peers e.g. to form a group. This activity displays cooperation in group activity and develops friendship with peers. Equipment and Teaching cues Teaching cues: A clear explanation of the game is given by the teacher/ observation of the students by teacher while playing. Equipment: Large hall Witches cones to barricade the area from dangerous objects Whistle References: 1. Personal development, health and physical education K-6 syllabus. 2. www.scribd.com/doc/55010045/PDHPEwarm-up-games viewed on 5/9/11 3. http://pazz.tripod.com viewed on 5/9/11

Masters of Teaching (Primary)

Bankstown campus

Pearl Modi SID: - 17178020

PDHPE ASSESSMENT 1

Part A - WARM UP GAMES PROFORMA PDHPE (students are to use one part A proforma for each of the 4 games, one page for each one)
Name of the Game: The Chain Stage: Stage 2, year 4 Explanation Aim: To develop the attitude of team work. Duration: 10/15 mins Procedure: 1. Mark a large circle with the help of a rope. 2. Teacher calls out one student to be a chaser and other to be runner. 3. The chasers job is to catch other students running in the marked circle. 4. Once a student is caught by a chaser, he/she joins i.e. hand locks with the chaser and they are linked together by holding hands like a chain. 5. Now the chaser and his chain have to catch other students together by holding hands. The chain should not break at any point. 6. As the students get caught they join the chain and the game goes on till the last person is caught. Variation: The game can be played in 2 groups is there is a large volume of students. Why is this game important for this stage? This activity raises the heart rate and prepares the body for exercise. It encourages taking part in challenges and competitions that has good speed and power involved in it. Encourages working with other to keep game going. Helps them build their interaction skills and helps them in coordinating with each other in chasing other students. What are the PDHPE skills involved in this game? How? I. Communication skills: COS2.1: Uses a variety of ways to communicate within groups. Encourages participating in games and activities which has got large groups involved e.g. when a chain of 2 or more students is formed; communication is done between them to catch other students. II. Decision making: DMS 2.3: Taking decision as an individual and as a group. Assisting the group to achieve consensus in group goal setting e.g. directing the chain to catch a particular student so that all the members of chain run in same direction. III. Movement: MOS2.4: Displays a focus on quality of movement in applying movement skills to a variety of familiar and new situation e.g. running away from chain or chain moving to chase the students. Equipment and Teaching cues Teaching cues: Explain the game and its rules. Once the teacher blows the whistle, game starts. Large ground Sun protection cream, hats if its sunny. Rope or witches cone to mark large circle. Whistle References: 1. Personal development, health and physical education K-6 syllabus. 2. www.teachingideas.co.uk viewed on 5/9/11. 3. http://firstschoolyears.com viewed on 5/9/11. 4. www.scribd.com viewed on 5/9/11. 5. Adopted from games play in school (Indian school).

Masters of Teaching (Primary)

Bankstown campus

Pearl Modi SID: - 17178020

PDHPE ASSESSMENT 1

Part A - WARM UP GAMES PROFORMA PDHPE (students are to use one part A proforma for each of the 4 games, one page for each one)
Name of the Game: Cat and mouse(modified from Indian game kho-kho) Stage: stage 3, year 6 Explanation: Aim: To increase alertness and build up quick decision making skills. Duration: 10/15 mins Procedure: 1. Make two teams (chasing and dodging) called as cat and mouse respectively, consisting of equal no of players in each team. 2. A match consists of two innings, one of each team. Each innings lasts for about seven minutes. 3. Cat team except one player will sit in middle of the field between two posts. They will sit in alternate member sits in opposite direction. 4. The dodging team (mouse team) will send four people at a time. 5. Cats will try to get mouse by touching them, in doing so chaser cat will also uses other team members sitting in opposite direction by touching them and signalling them with a kho, to carry out his act. 6. The mouse can run in any direction and can even cut (go through) middle line made by the cats. Cats can only chase mouse in one direction to which he commits and cant cut the middle line made by them. 7. The winning team is the one which has got the most players out in seven mins. Variation: Can alter the numbers of player depending upon number of students and even change timings Why is this game important for this stage? This activity encourages students to develop their decision making skills which can be used in everyday life. This game helps to develop problem-solving skills by observing and alternative ways by using a range of strategies, selecting the most appropriate solutions, carrying out plan and reflecting on the result. Students develop the ability to move effectively to stimuli of touch and listen. They have to be mentally active and show physical response on sensitive stimuli of touch. This game encourages independent learning and leadership which will prepare them for when they go to high school. What are the PDHPE skills involved in this game? How? I. Communication skills: COS3.1: Communicates confidently in a variety of situations. Uses negotiation skills in group activity, example: when (chaser) cat says kho the other cat sitting will stand up and start chasing mouse. II. Decision making skills: DMS3.2: Makes informed decision and accepts responsibility for consequences, example: in which direction to go to chase mouse. For mouse to which direction to run away from cat. III. Interaction: INES3.3: Acts in ways that enhance the contribution of self and others in a range of cooperative situation, example: not to be caught by cat so that his team gets more point. IV. Movement: MOS3.4: Transfers sequence of locomotor and non-locomoter movements, example: pass kho sequentially to catch mouse as fast as possible. V. Problem solving skills: PSS3.5: Reflects on outcomes of chosen solution. Suggests, considers and selects appropriate alternatives when resolving problem.

Masters of Teaching (Primary)

Bankstown campus

Pearl Modi SID: - 17178020

PDHPE ASSESSMENT 1

Equipment and Teaching cues Teacher has to explain game properly and has to show some strategies when students are playing. Equipment: large ground and two posts created at a particular distance in straight line and first aid box for minor injuries. References: 1. www.ayushveda.com/howto/howtoplay viewed on 5/9/11. 2. Personal development, health and physical education K-6 syllabus.

Masters of Teaching (Primary)

Bankstown campus

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