This is my learning journey about how we created and developed a "Create and Develop A Simple Game" unit for Grades 4 & 5.
For Grade 3's I've been working on a similar "Create and Develop A Simple Game" unit, they didn't document their rules on paper, but they did make a 30-90 second movie explaining/playing their game for their blog/digital portfolio.
Please note: I am a firm believer of keeping the students physically active during PE lessons. All descriptions and photos of the students sat planning or documenting is kept to an absolute minimum. Most of the planning time was spent by the students trialing their games. During this unit I would usually start with a whole class game like Yoshi and finish with either Yoshi or a game the students had created themselves and wanted to play again.
For Grade 3's I've been working on a similar "Create and Develop A Simple Game" unit, they didn't document their rules on paper, but they did make a 30-90 second movie explaining/playing their game for their blog/digital portfolio.
Please note: I am a firm believer of keeping the students physically active during PE lessons. All descriptions and photos of the students sat planning or documenting is kept to an absolute minimum. Most of the planning time was spent by the students trialing their games. During this unit I would usually start with a whole class game like Yoshi and finish with either Yoshi or a game the students had created themselves and wanted to play again.
As a department we had decided in order to hit the Grade 4 Enduring Understanding (EU)*: Behaving appropriately ensures fair play and the Grade 5 EU*: Good sportsmanship is essential to all activities we would create and develop a "Create and Develop A Simple Game" unit.
*These EU's are under the Learning Journey of Ethics in our Physical Education Matrix.
Tuning In: Rules!
Tag Games. Both Grade 4 & 5 have played a abundance of tag games throughout their school lives. Though they don't realize it, they have a huge collective knowledge of tag games and how they are played.
I started the first lesson with a game of tag (obviously), but that's all the information I communicated. With a huge amount of excitement the students immediately jumped up and rush out into the center of the gym. Some even start playing! Very soon it dawned on them that they need to clarify "who was the tagger?"
Great! So I quickly call them back in and we identified who was and how many taggers there should/could be. Again with great excitement the majority rushed back out and start running from the taggers.
Shortly, more questions inevitably followed: "what happens when we're tagged?" and "how do we get free?"
Each time I brought the class back in and we discussed the adding of new rules.
Takeaways: We need rules and an objective to be decided upon and communicated to everyone before the game starts!
Over the next couple of lessons I experimented with dividing the class into two (approx 9-10 students per group) in order for them to come up with their own tag games with the guidelines that it had to be simple, fun and have a hint of originality.
Some classes found this relatively easy, while others struggled. For myself, I wasn't necessary looking for an end product (though it would have been nice). I was more interested in observing the students going through the processes. I wanted the students to try ideas, reflect and if necessary change them to something that fitted.
Suddenly rather than the unit revolving around Ethics, it seemed more and more to have a foothold in the Learning Journey of Relationships.
Would it be possible to teach through two Learning Journeys
simultaneously? Letting the students identify under which Journey their
learning/understanding is falling under?
Finding Out: Creating a Tag Game.
Through the questions the students had asked in the previous lessons they had already identified the components of a simple tag type game: the need for a tagger(s), what happens when you get tagged and how do you get released.
By identifying these components of a tag games we divided the students into three areas/groups:
Movement: How do the tagger(s) move? How do the runners move?
Consequences: When you get tagged, what happens?
Rescue: Who and how do you get released?
With classes of approximately 18-22 students I divided my class into groups of 3-4 students, making a total of 6 groups (two groups dealt with Movement, two with Consequences and two Releases).
Once they'd had a minute of ideas sharing I then randomly teamed up a Movement, Consequence and Rescue group. Again they had a couple of minutes to share ideas, listen to each other and resolve conflicts if necessary.
I was really excited about the process they were going through. The smaller groups sharing their ideas with the bigger group in order to develop a final product etc.
I should note here, it was important for me to remind a couple of the groups on occasion that they could not just poo poo the 'consequences' group idea (for example) just because it didn't fit their idea. That the 'consequences' group had the final decision regarding that area. I do remember using the word 'compromise' a lot during those lessons! Yet saying that, if an obvious or popular theme was suggested (by a group) the others would usually work well developing their area from that idea. One such example was the idea of the runners being bananas (running with both arms straight up above their heads - palms touching) and the taggers being monkeys (moving with monkey type movements) and if the bananas got tagged (they had to dance on the spot (dancing bananas?!)) until another free banana comes up and peals them (bringing both their arms down until they are at their sides).
All groups again experimented with their games in order to identify strengths and weaknesses before sharing it with the class.
Movement: How do the tagger(s) move? How do the runners move?
Consequences: When you get tagged, what happens?
Rescue: Who and how do you get released?
With classes of approximately 18-22 students I divided my class into groups of 3-4 students, making a total of 6 groups (two groups dealt with Movement, two with Consequences and two Releases).
Once they'd had a minute of ideas sharing I then randomly teamed up a Movement, Consequence and Rescue group. Again they had a couple of minutes to share ideas, listen to each other and resolve conflicts if necessary.
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| The 3 Groups (Movement, Consequences & Rescue) coming together - Then explaining (& demonstrating) to the rest of the class their final game. |
I should note here, it was important for me to remind a couple of the groups on occasion that they could not just poo poo the 'consequences' group idea (for example) just because it didn't fit their idea. That the 'consequences' group had the final decision regarding that area. I do remember using the word 'compromise' a lot during those lessons! Yet saying that, if an obvious or popular theme was suggested (by a group) the others would usually work well developing their area from that idea. One such example was the idea of the runners being bananas (running with both arms straight up above their heads - palms touching) and the taggers being monkeys (moving with monkey type movements) and if the bananas got tagged (they had to dance on the spot (dancing bananas?!)) until another free banana comes up and peals them (bringing both their arms down until they are at their sides).
All groups again experimented with their games in order to identify strengths and weaknesses before sharing it with the class.
Again some classes had more success than others. Though this time around all classes were able to produce a simple tag game that everyone got to play.
Sorting Out: Adding Equipment.
I decided that I needed to pick equipment that wouldn't distract too much from the task. After some talk and a little experimentation I eventually decided that bean bags, polyspots and bibs were a sensible choice.
It was at this point I decided that even smaller groups were necessary and that giving them roles wasn't required. I split the class into four friendship groups (approx 4-6 students per group). I showed them the equipment and gave them two minutes discussion time (brain storming). When they had come to a loose agreement they could start experimenting with the equipment and the layout of the game etc. I emphasized that trialling a mini version of the game was important so if they encountered any questions or problems they could quickly reflect, re-plan and try again.
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| I did start off with safety cones and bean bags, but changed it to polyspots and bean bags. |
Once they were pretty confident they had a presentable game I arranged for one of the other groups to visit to test the game. After about 5-10 minutes explaining and play time the students got into circles as the visiting group talked about what they really liked about the game and suggested possible tweaks were/if necessary. I explained to the class that the suggestions for possible improvements were just 'suggestions' and it was up to the designing group what they chose to do with the presented feedback.
The last job of the group after making any suggested tweaks was to record the final version of their game onto blank butcher paper so that any other classes could come and play their game.
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| Groups receiving feedback and then recording the final version of their game on butcher paper. |






























