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SPIDERMAN AND MYSTERIO’S TRICKY TRAP 

 

Equipment: 

  • Tumbling mats

  • Bowling pin

  • Gator balls

  • Tricky glasses:

        >Plastic safety goggles

        >Vaseline

        >Seran Wrap

  • Music

  • Lights that switch on and off with ease

 

Explanation/Demonstration Of The Game:

  • Explain to students/game participants that Spiderman is a superhero that can stick to and climb flat walls, spin webs, is really strong, and is really quick.

  • Also explain that Mysterio is a bad guy who uses tricks and make-believe, and used a make believe Spiderman to trick the police into thinking that Spiderman was stealing money and jewels.

  • Spiderman has found Mysterio, but is now trapped in a room filled with Mysterio’s smoke. 

  • The smoke dissolves Spiderman’s webs and makes it hard to see.  This is why Spiderman needs help to defeat Mysterio.

  • A few students/participants will be wearing the ‘tricky glasses,’ and will start off as Spiderman.

  • When the lights go off, and the music starts playing, students who are Mysterio will scatter the gator balls throughout the area, while the other students and Spidermans walk around the tumbling mats.

  • Once the lights go on, and the music stops playing, students without ‘tricky glasses’ will have 10 seconds to grab a gator ball, get it to one of the students who are wearing ‘tricky glasses,’ and have the students with ‘tricky glasses’ attempt to knock down the bowling pin in the middle of the tumbling mats by throwing the gator balls at the bowling pin.

  • The goal of this game is to try and knock down the bowling pin before the 10 second time limit is up.

  • After the 10 second time limit, students/participants who were Spiderman will hand off the tricky glasses to someone who was not Spiderman or Mysterio so there are new Spidermans for the next round.

  • Students/participants who were Spiderman are now Mysterio, and will spread the gator balls throughout the area while the other students/participants and Spidermans walk around the tumbling mats with the music on and the lights off.

 

Transition/Organization:

  • Spiderman and other students/participants will stand in a circle that surrounds the outside of the tumbling mats.

  • Mysterios will be outside of the circle placing the gator balls for the other students/participants to fetch when the music turns off and the lights turn on.

 

Playing The Game:

  • When the lights turn off and the music starts to play, Spidermans and other students/participants around the tumbling mats will walk in a clockwise direction.

  • Mysterios will NOT run towards or throw the ball towards the Spidermans and other students/participants circling around the tumbling mats.

  • Before a new round begins, or before the lights go off and the music starts, Mysterios will make sure that all gator balls are outside of students/participants circling the tumbling mats.

THE ELECTRICITY GAME

 

Equipment:

  • Bowling Pins

  • Gator balls

  • Coins

 

How To Play The Game:

  1. Students will be in a single file line holding one hand of the person in front of them and another hand of the student behind them

  2. Student in the back of the line will flip a coin.

  3. If the coin is heads, student will flip again

  4. If the coin is tails, that student will squeeze the hand of the student in front of them

  5. Students who feel their hand squeezed will squeeze the hand of the student in front of them.

  6. Once the student at the front of the line feels their hand squeezed, they will pick up the ball in front of them and throw it at the pin.

  7. If the pin is missed, student will run towards the ball, grab it, and throw it at the pin until they knock down the pin.

  8. Students will rotate by moving up one student farther towards the front of the line, and the front of the line will go to the back of the line

Kayak Paddle Dice

EQUIPMENT:

  • 1 die/3 students

  • 1 Paddle stroke key for die/3 students

  • 1 kayak strapped to a scooter/3 students

  • 1 kayak paddle/3 students

  • 2 scooters/3 students

ACTIVITY DIRECTIONS:

  1. One student will roll a die to determine which stroke they will use, based on the strokes that were practiced before, to paddle out and retrieve two students directly across from them. 

  2. Once that student rolls the die, that student will then launch from the tumbling mat as though they were taking off from a beach or shoreline.  This procedure is done using the following steps:

  3. After launching from the beach or shoreline, student will use the stroke that their die roll selected to paddle out towards the two students on the scooters directly across from them.

  4. Once student reaches the two scooter students, the two scooter students latch onto the kayak and use their legs to help the kayaker paddle back to shore.  At this point, the kayaker should use the forward stroke to paddle back to the shore.

  5. Students will be able to perform the forward and reverse paddle stroke by maneuvering a kayak or scooter across the gym floor forward for the forward paddle stroke and backward for the reverse paddle stroke. 

NASPE Standard 2:  Demonstrates understanding of movement concepts, principles, and tactics as they apply to the learning and performance of physical activities.

Joust Bowling

Teacher Explanation/Demonstration of Skill:

Teacher will call on three volunteers to come up and be part of a walk-through, talk-through.  After three students are chosen, teacher will assign one student to be a horse, one student to be a knight, and one student to be a pin person.  The pin person will stand to the side of pin 10, while the knight and horse are on the opposite side of the lane closer to pin 7.

The knight will sit on the scooter holding the stick in one arm and the horse will stand behind the knight and push the knight straight forward.  As the knight gets closer to the bowling ball, which will be placed on a poly-dot about two-thirds the distance to the pins, the horse will continue to push the knight and the knight will contact the ball with the tip of their stick.  This should cause the ball to propel forward towards the pins.  The goal of the game is for the knight to use this technique to knock down as many pins as possible.

Transition-Student Organization:

Students will form small groups of three for each individual bowling lane.  Each group will have two people by the scooter and stick on one end of the gym, and the third person in the group on the other side of the gym next to pin 10.

Students Perform The Activity:

  1. Horse will push the knight forward without crossing the jump rope or cones.

  2. As the scooter is moving forward, the knight will point the one of the tips of the stick so that it will contact the bowling ball once the scooter is pushed close enough to where the ball is within the stick’s reach.

  • Students will be able to manipulate a bowling ball while working with a partner by having one student manipulate a scooter to move forward and another student position a stick correctly for contacting a bowling ball.

  1. After knight has contacted ball, horse will begin to slow down and help the knight come to a complete stop.

  2. After pins have been knocked down and set back up by the pin-person, students will rotate so that the horse is now the knight, the knight is now the pin-person, and the pin-person is now the horse. 

NOTE:  It is very important that the horse and knight go back to their starting position from the opposite side they were moving towards the pins.  By setting up ‘one-way streets,’ students will not crash into other students as long as they stay in their lanes.

Soccer Battleship

  1. Teacher Explanation/Demonstration:

  • The goal of this game is to either punt soccer balls over the tumbling mats, or drop kick them off of the gym walls on the side, so that they land in a hula hoop or knock over a bowling pin. 

  • The team that wins is the team who lands a punted ball in all of their opponent’s hula-hoops, and drop kicks their opponent’s bowling pins down.

  1. Transition/Student Organization:

  • One large group will team up and spread out between the small cones of their basketball court.

  •  Another team will do the same on the basketball court that their small groups are set up on.

  • Each team will have 5 hula hoops set up in a scattered formation in the space created by the small cones, tumbling mats, and bleachers/drop wall.

  • Each team will also have 8 bowling pins lined up in-between the small cones, with 4 cones on each side of the team’s playing area.

3.  Students Play Game:

  • Students may begin drop kick and punt the balls when the teacher starts the music and yells ‘GO!’

  • Students will use the punt skill to send their soccer ball over the tumbling mats so that it may land inside of a hula-hoop that is lying on the ground.

  • Students will be able to apply the soccer punt by using it to send a ball over tumbling mats and toward a target hula-hoop or pin during a game.

NASPE STANDARD 2:  Demonstrates understanding of movement concepts, principles, strategies, and tactics as they apply to the learning and performance of physical activities.

  • Students will use the drop kick skill to kick the ball at an angle towards the gym wall so that it bounces of the gym wall and towards pins on the opponent’s side.

  • Students will be able to apply the soccer drop kick by using it to bounce a soccer ball off the gym wall and toward a target hula-hoop or pin during a game.

NASPE STANDARD 2:  Demonstrates understanding of movement concepts, principles, strategies, and tactics as they apply to the learning and performance of physical activities.

  • After a punted ball lands in an opponents hula-hoop, a student on that team will carry that hula hoop off to the side so that it is out of gameplay.

  • After a drop kicked ball knocks over a pin, that pin will be removed from gameplay the same way the hula-hoops are.

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