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Having Fun With Running Games. Mark Stanbrough Bill Stinson Emporia State University . Why Run?. Born to run Physical and mental benefits Inactivity Running is fun Positive Conditioning . NASPE Standards . Standard 3: participate regularly in physical activity
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Having Fun With Running Games Mark Stanbrough Bill Stinson Emporia State University
Why Run? • Born to run • Physical and mental benefits • Inactivity • Running is fun • Positive Conditioning
NASPE Standards • Standard 3: participate regularly in physical activity • Standard 4: achieving and maintaining a health-enhancing level of physical fitness • Standard 6: values physical activity for health, enjoyment, challenge, self-expression, and/or social interaction
National Standard for Sport Coaches • Domain 3, Physical Conditioning: The coach is responsible for implementing developmentally appropriate drills and games. The coach should encourage healthful decisions by the athlete to promote healthy lifestyles. • Domain 4, Growth and Development: The coach should be able to recognize the need to modify practice and competitive strategies to accommodate age, skill and fitness levels. • Domain 5, Teaching and Communication: The coach must plan and implement organized practices to insure that athletes have a positive learning experiences. • Domain 6, Sport Skills and Tactics: The art and science of coaching includes developing skills of all athletes.
Parking Lot Forming groups
Creating Games • The successful teacher/coach adapts each part of the lesson/workout • according to the characteristics and needs of the group, conditioning of group, time of season, etc.
General Considerations for Game Selection • Safety • Physical Skills needed • Mental/Emotional make-up of group • Social ramifications of activity - team or cut-throat • Maximizing the involvement of everyone • Fun and Enjoyment
Running Games are influenced by: • a. increasing or decreasing the boundaries can: • - affect running endurance • - dictate stopping/starting abilities, quickness • - cause a variety of pace speeds • b. creates an awareness of personal and group space so: • - individuals get used to moving in traffic (necessary for actual sport movement) • - allows members to develop perception of where other teammates may be positioned • - boundary parameters become almost subconscious in moving about
Team Building • Team building activities are designed to foster interaction among classmates or team members. • They can provide vital energy to class or a practice. • They serve a dual purpose of a warm-up and group interaction.
Inner- Outer High Five Team • Half of group runs a lap in a clockwise direction in the outer lane • Half of group runs counterclockwise in the inner lane • 1st time when you meet a runner, high five and say your name • 2nd time when you meet a runner, high five and say their name • 3rd time, high five and say something motivating
Scream Team • 3-5 runners in a group • Line up in single file • 1st runner run and yells as loud as can • Rest of group runs behind 1st runner • When 1st runner can no longer yell they drop to the back of the group and 2nd runner starts yelling • Continue until everyone yells • Start over
Synchronized Running • Groups of 5-6 runners • Line up side by side in straight line across • Attempt to synchronize arms and legs while running • Start slow at first • Go down, stop and come back • Curve • 180 degree turn
Warm-up and Cool Down Improves performance Physiological Supplies muscles with blood and oxygen Increase temperature Enzymatic activity Cool down- Keeps blood flowing
Giants, Wizards and Elves • Three characters all vying for power! • Giants- stand tall and growl • Wizards-point and say Abracabra • Elves- wriggling antennas hypnotize • Two single file lines facing each other • Sprint to middle, give a high five, turn around and walk 3 steps, and imitate character of choice • Giants stomp Wizards, Wizards stun Elves, Eves hypnotize Giants
Fun-Relays, Tag, Games Relays Competitive or non-competitive Change baton Change number of people Traditional or active – everyone involved Tag Elimination or Active Something to do or place to go Opportunity to get back in
Skin The Snake • Groups of 4-6 • Scatter more hoops than teams • Run in area, come to a hoop, pick it up, join hands in a circle • Move hoop around circle without letting go of hands • See how many snakes you can skin
Scoring Tag • 3-4 groups of 4-12 run • 1 group of taggers start at mid-field • Other groups start at one gola line • Attempt to run to opposite goal line w/o being tagged • If tagged, exit left boundary and jog back to go again • If score, go down right boundary and jog back to go again • Each individual keep their pts/Total team points
Card War • Two groups in single file, facing each other • Sprint to middle and draw a card • Show each other cards • Higher card is winner and takes both cards • Tie- keep card • Run to end of line • Multiple decks of playing cards
Run and Throw Biathlon • 3 to a group • Loop course • Set-up two throwing stations • Throwing line, short target, longer target • Penalty station- down and back • Run to throwing stations • Prone position- short target • Upright position- long target • Teammates retrieve • For each shot missed, penalty run • 2 hoops- team the target
Specific workouts- Fartlek What does the activity call for? Fartlek-Swedish word- speed play Variety of speeds Experienced runners can change speeds Beginning runners may not have ability to change pace
Speed Trap • Designed fartlek course • School zone: 20 mph = walk • Downtown: 20 mph = walk • Residential area: 30 mph = slow jog • Rural highway: 55 mph = jog • Freeway: 70 mph = very fast • Unlimited speed= sprint • Police station at beginning of speed zone • Who can police pass?
R-U-N Running version of HORSE • 3-4 people in a group • Establish order • Runner 1 states something they will do • For example: • I will run 100 meters between 16-17 seconds • If runner 1 achieves it, other runners must match- IF NOT, they get an R • If runner 1 doesn’t achieve, next runner can do what they choose.
Running Tournament-Track Madness • Set up a tournament bracket • Draw to see where runners go • Advance and retreat bracket • Determine pace to hit • Runner who comes closes to pace advances • Determine recovery interval
Modifying Rules - No game is sacred • Change at any time before or during the game • When to change • - when safety of students is a concern • - when game is not accomplishing its • purpose • - comments of students • - mood of group • - activity level wanes
One approach to making changes - ask • how can we make this game more fun? • - what’s one change we can make to make it faster, run longer, etc? • - can we drop/add a rule, score differently, etc?
Mark Stanbrough mstanbro@emporia.edu Bill Stinson wstinson@emporia.edu