Title: Starting the Adventure in Elementary Physical Education
1Starting the Adventure in Elementary Physical
Education
- Brian D. Clocksin, Ph.D.
- Bree Best
- Josh Wolfson
- Katherine Panuthos
- Jared Booth
- NYS AHPERD, 2006
2Adventure
- Losing Inhibitions
- Laugh, have fun
- Try new things
- Disequilibrium
- Risk
- Perceived vs. actual
- Physical vs. emotional
- Sequential
- Taking the learner on a journey
- Developing trust
- Increasing level of challenge
3Facilitating Activities
- Choosing an Activity
- What do you want to work on?
- What age group are you working with?
- How challenging do you want the activity to be?
- How will you sequence the experience to maximize
learning? - Teachable Moments
- Safety Issues
4Drawing Meaning
- Front Loading
-
- Process by which you set the stage for the
learner. Focusing of attention on the aspect of
the activity (e.g. teamwork) that you want
students to experience/learn. - Example
- Who can tell me what teamwork is? For this
activity you will need to work as a team to be
successful.
5Drawing Meaning
- Processing
-
- A three step process used to highlight aspects
of activities, discuss the importance of those
aspects, and lead students to find ways to apply
those aspects to daily life - What
- So What
- Now What
6What ??
- Used to start the discussion
- What happened during the activity?
- Low risk questions
- What strategy did your group use?
- How did you feel about being blindfolded?
7So What ??
- Heart of the Discussion
- Linking activity to lesson objectives
- Open-ended questions
- Allow students to share personal opinions
experiences
- What are some examples of peer pressure?
- What role does listening play in communication?
- How did the group determine leaders?
8Now What ??
- Meat of the discussion
- Linking concepts to students daily lives
- Concrete steps on how they can implement concepts
- How can we improve our communication with others?
- What role does personal responsibility plan in
reaching our goals? - If you fail the first time you do something, what
can you do to improve your chances of success?
9Icebreakers/Deinhibitizers
- Setting the stage for the adventure experience
- Linking participants through common experiences
- The Race is On
- Warming students up
- Giants, Wizards, Dwarves
- Having FUN
- Zoo Game
10Activities
- Problem Solving
- Mental Challenges
- Farmer Joe
- Cannibals Explorers
- Physical Challenges
- Group Push-up
- Bonk
- Communication
- Traffic Jam
- Teamwork
- Rope Knot
- Trust
- Trust Sequence
11Farmer Joe
Farmer Joe need to move his Fox, Duck, and Peas
across the river. He can only take himself and
one other animal/item across in the boat at a
time. The Fox can never be left alone with the
Duck, the Duck can never be left alone with the
Peas, and the Peas can never be left alone on the
side with the birds. How will Farmer Joe get the
Fox, the Duck, and the Peas across the river?
birds
12Cannibals Explorers
The Cannibals and Explorers need to get across
the river. The boat can carry no more than 2
individuals at a time. The cannibals can never
outnumber the explorers. How will you get all the
Cannibals and Explorers across the river?
13Problem SolvingBonk
ENTER
Participants enter at either A, B, or C and Exit
from either D, E, or F. Prepare cards with
patterns ranging from 3-10 moves. Example A-E-F-
Off First traveler steps on a letter (A), if it
is the first letter in the pattern the director
remain silent. The traveler tries another letter
(B), if incorrect the director says BONK. The
traveler must return in the same pattern as they
entered (B-A-off) Travelers may call out off
when they think the pattern is complete.
C
A
B
D
E
F
EXIT
14Problem Solving
- Group Push-up
- Set-up
- No equipment needed
- Create groups of 4-8 students
- Description
- The group must find a way to position themselves
so that only their hands are touching the ground - Rules
- The group must be connected in some way
- No using outside objects (chairs, walls,
clothing) - Must be able to hold position for 5 seconds
- Teaching Tips
- You can begin with partner groups. Have students
try to come up with ways to support themselves so
only their hand touch. - Match partner groups together to form groups of 4
15Teamwork
- Rope Knot
- Equipment
- Long ropes (20 ) for each group of 6-8 students
- Description
- Tie one overhand knot for each student in the
group. Space the knots about 2 apart. - Have each student grab the rope, behind a knot
with their right hand. - The object of the activity is to get all the
knots out of the rope - Rules
- The right hand must stay in contact with the rope
at all times - You cannot slide your hand over a knot, but can
slide it along the rope - You can use your left hand to assist
16Communication
- Traffic Jam
- Equipment
- Sets of 9 poly spots for each group of 8 (paper
plates also work) - Description
- Align the poly spots in a straight line
- Have the group of eight create two groups of four
- Each team of four will stand on 4 consecutive
poly spots, leaving the center spot open - X X X X 0 X X X X
- Object is to for the two teams of four to switch
sides - Rules
- Players may only move to an open spot
- Players are allowed to move forward one spot OR
leap around a player from the other side (may not
leap past a player from your own side) - There is no going backwards
- If a traffic jam is created (no more permitted
moves) the teams return to their starting
positions and try again
17Assessing Students
- Links to National Standards
- Standard 2 sample
- Standard 5 sample
- Standard 6 sample
- Who should assess performance?
- Teacher
- Student
- Does assessing students take away from the
experience?
18Getting Off the Ground
- Seek advanced training
- Team belay techniques
- Australian (Blob) belay
- Challenge by Choice
- Full Value Contract
19Questions
- Contact Information
- Brian Clocksin
- 106 Hofstra Dome Building
- Hofstra University
- Hempstead, NY 11549
- (516) 463-4009
- Brian.d.clocksin_at_hofstra.edu