Title: Active Secondary Classrooms
1Active Secondary Classrooms
- Energy Breaks Impact Student Learning
2Brain Waves- Have Highs and Lows
3Movement Data 1
- http//www.learningreadinesspe.com/
- http//www.kidsreadandride.com/2011_Ar
kansas_Data.pdf - Finland 1 in the world in literacy and
numeracy. After each 45 min class students
engage in 15 minutes of activity
4Why do our students need Classroom Physical
Activity Breaks (CPAB)?
- It takes just 17 minutes (/- 2) of sitting down
for blood to leave the brain and pool in the
hamstrings. Signals the body to release
melatonin, reduces release of BDNF (brain
fertilizer). - Exercise fuels the brain with oxygen and triggers
the release of neurotrophins which enhance
growth, impact mood, cement memory, and enhance
connections between neurons.
5Why do our students need Classroom Physical
Activity Breaks (CPAB)?
- Standing up creates more attention arousal,
speeds up information processing by 5-20 percent,
and increases blood flow and oxygen to the brain
by 10-15 percent.
6Brain Activity
7What are the Academic Benefits?
- Physical activity and cognition are positively
related (Sibley Etnier, 2003). - Physical activity improves cognitive performance
and behavior improves following bouts of activity
(Tomorowski, 2003). - CPAB temporarily improve attention and behaviour
(Pellegrini et al, 1995).
8Academic /Motor Skills
- Academic
- Associative Thinking
- Deductive Reasoning
- Abstract Thinking
- Inductive Reasoning
- Combination
- Sequencing Analysis Sequence synthesis and
Organizing - Visualization patterns
- Visual discrimination
- Verbal ability
- Memory and reasoning
- Motor
- Center Line skills Eye-foot coordination
- Spatial coordination
- Eye-hand coordination
- Hand-foot tracking
9Cross Lateral Activities ActivatingAll parts of
the Brain Part 1
- Brain Challenges
- Hold your nose, reach over or under and grab your
nose with the other hand. Switch and switch - Point an index finger out on one hand and a thumb
up on the other. Switch and switch. - As you write your signature on an imaginary
table, rotate your foot in a clockwise circle.
10Cross Lateral Activities ActivatingAll parts of
the Brain Part 2
- Brain Challenges cont.
- Guns and Roses make a gun with your index finger
and thumb on one hand and a circle with your
index finger and thumb on the other hand. Switch
repeatedly. - Slap count face a partner, hands out with palms
facing up. Cross over your body with your right
hand and slap your partners right hand while
counting 1. - Repeat with the left hand and say 2. Your
partner then does the same action, saying 3 and 4
as they slap (lightly) your hands. - Variations count down or up in number intervals
(e.g., 3s, 4s)
11Chair Aerobics and 10-a-day
- Chair Aerobics
- 10 squats
- 10 dips
- 1 leg squats
- Calf raises
- Scissors
- Leg swings
- Send 10-a-day NASPE calendars to staff or create
your own 10-a-day activities
12Activities Colors/Hyperdash
- Pick a color touch 5 things of that color
around the room (cant be a person!) - Hyperdash!
- Post colored spots around classroom. Each spot
also has a number on it (you could also add a
letter or a symbol to give you more options or
use two different color sets). - Hand out index cards student must follow
sequence on card. - Can be a color, number or mixed sequence.
13Rock Paper Scissors
- Stand back to back with partner jump 5 times,
turn on the 6th jump and show - Variations use feet for symbols together
rock, apart side paper, front back straddle
scissors
14Same Different
- Walk around room. On command get toe-to-toe with
a partner - Designate one person to be same and one person
to be different - Jump 10x. On the 10th jump, both partners put one
foot forward - If the feet are the same (both right feet), the
same person gets a point, if they are
different, the different person gets a point - Change movement pairs from one session to the
next feet apart or feet together palms up/
palms down
15Sherlock Holmes
- Send two people out of the room
- Choose one person to initiate and change the
movement of the class quiet, subtle movements - Invite the detectives back in try to figure out
who is the person initiating the change - Add decoys to increase the difficulty
16Maestro Board
17The Maestro Rules
- O lunge
- X jump
- Arrows show which direction to move (one step
only) - Read the notes like words on a page L to R, top
to bottom and SAY THEM OUT LOUD. - Great activity for decision making, crossing the
midline of the body, tracking, and rhythm
18Maestro Levels
- Level 1 move and say the SAME direction as
- shown on the screen.
- Level 2 move in the SAME direction as the
- arrows, but say the OPPOSITE direction.
- Level 3 move in the OPPOSITE direction, as the
- arrows but say the SAME direction.
- Level 4 move in the OPPOSITE direction as the
- arrows and say the OPPOSITE direction as shown
- on the screen.
19Do This, Do That
- Chosen leader performs various movements, each
preceded by saying do this or do that. - Students copy the movements but only if they are
preceded by the phrase do this. - If the directions are do that, no one is to
move. - Can use points students try to get the least
number of points during the game.
20Do As I Say
- Leader gives verbal commands
- Leader attempts to confuse the class by
performing a different movement from what they
are saying - E.g. Say put your hands on your elbows while
placing hands on your waist
21Academic Integration Part 1
- Quick Math
- Face your partner. Pretend to put your water gun
in your holsters. - For one-hand addition, on the signal Draw each
partner shows any number of fingers and thumbs on
one hand. - The first partner who adds the fingers and thumbs
of both partners wins the draw. - For two-hand addition, add partner 1 and partner
2 fingers and thumbs together for the sum. - For one-hand multiplication, multiply partner 1
times partner 2 for the product. - For two-hand multiplication, multiply the sum of
partner 1s hands times the sum of partner 2s
hands for the product.
22Academic Integration Part 2
- Evens
- Students walk around the room.
- On command they find a partner, designate one to
be odds and one to be evens. - Hit fist into hand 3x and on 3rd time stick out a
combination of fingers 0, 1, 2,3, 4, 5. - Total number of fingers is added together.
- If it is even, evens player get the point, if
it is odd, odds player gets the point. - Play best of 3 games then find another partner
and repeat.
23Academic Integration Part 3
- Balloons
- One per group of students.
- Keep up have to review topic/ answer question/
link concepts while keeping balloon from hitting
the floor/ table. - Great for icebreakers learning names etc at the
start of the year. - Languages give students a theme, verbs to
discuss. - Social Studies review key concepts from current
topic. - Post a word or a question on the board and give
students a set time to come up with an answer. - Latex allergies? Use a beach ball or yarn/ koosh
ball. Set clear ground rules for behavior ahead
of time.
24Academic Integration Part 4
- Rock Paper Scissors, Math
- Walk around room. On command get toe to toe with
a partner. - Face partner and say R-P-S Math.
- When you say the word math, you should put
between 1-4 fingers out (no thumbs or zeros). - The person who adds the numbers/multiples the
numbers first wins the round. - Play best of 5 rounds.
25Academic Integration Letter Spots
- Letter Spots
- Think of a word involving letters A,B,C,D,E.
Right shoulder A, Right Ear B, Nose C, Left
ear D, Left shoulder E. - Without talking, spell out the word using letter
spots on body. - Partner has to say letters out loud and say the
word. - Change letters/ body parts/ add body parts.
- Vocabulary lists for topic spell out answer to
question using body.
26Academic Integration Pre-Test
- Pre-Test Taking Activity
- Before starting test have students perform these
warm-ups/hook-ups - 1 leg squat touch opposite hand to floor 20 each
side - Spins and turns 5 spins in each directions
- Knee to Elbow 30 times for each elbow
- Stretches
- Hands over heads
- Hands behind back
- Shoulder shrugs
- Head Rolls
27Getting Everybody On Board
- Ask for time at the start of each staff meeting
to go over one or two brain breaks - Forward news articles on physical activity/ brain
function/ academic achievement. - Visit your school board and tell them what you
are doing and why (have them try a few!). - Have a set time each day for physical activity
time e.g., announcements, homeroom. - Daily challenges how many leg raises, scissors
can the class do during announcements. - Monthly challenges marathon, ironman, walk to
the moon, 1000 minutes.
28Resources
- http//www.aahperd.org/naspe/publications/teachin
gTools/upload/PA-During-School-Day.pdf - Pages 2 and 3 have a variety of links to
different activities http//brainbreaks.blogspot.c
om/ - This is where you will find videos and
explanations of a number of the activities in
this presentation. Great for sending a quick link
to colleagues. You can also order the DVD and
book from this site. - http//pecentral.org/lessonideas/searchresults.as
p?category55 classroom integrated lessons. Most
of them are elementary but you could adapt and
tailor them to suit your needs - http//abllab.com/wp-content/themes/abl/doc/abl-h
andout.pdf document from Jean Blaydes Madigan.
Many of the games are elementary level but it
contains some suitable for higher grade levels
and some background research into brain based
learning. - Classroom activity success stories