Omnikin Activities

Transcription

Omnikin Activities
2013 VAHPERD Convention
Game Time – Non-Traditional Activities and Equipment = FUN!
Chad Triolet – [email protected]
Chesapeake Public Schools
2011 NASPE National Elementary Teacher of the Year
www.PErocks.com
www.YouTube.com/noodlegames
Omnikin Activities
Big Ball Tag – The teacher will select several students to control the big Ominkin balls. Each individual will move the
ball with his/her hands and attempt to tag the other students with the ball. If a student is tagged with the ball, he/she
will exit the playing area and perform the physical activity designated by the teacher so he/she can get back into the
game. Each round will last about 1 minute then new taggers will be selected from the group.
Partner Big Ball Tag – Each student will have a partner and will stay connected by holding on to a flag or noodle or
something similar. The teacher will select several pairs to work together to control a big ball. The other teams will
attempt to stay in the game by avoiding having one or both partners tagged by the ball or breaking contact. If a pair is
tagged or becomes disconnected, they will move to “outland” (outside the playing area) and perform a partner fitness
activity (i.e. – 10 push-up crossing high-5s) then they may return to the activity. The activity will continue for about 1
minute then the teacher will choose new taggers.
Hot and Cold Tag (from Chris Nichols, Dallas ISD) – There are six colored balls for this activity. The colors blue, green,
and purple are designated as the “cold” colors. The colors red, yellow, and orange are designated as the “warm” colors.
Three players will be the freezers for this game and will hold a “cold” color ball. Three other players will hold “warm”
colored ball so that they can unfreeze players that have been tagged with a “cold” colored ball. When the game begins,
the players will attempt to tag anyone else without a ball with their ball to freeze them. Frozen players will sit on the
floor with legs crossed and wait to be saved by a “warm” color ball. Players with a “warm” colored ball will toss their
ball to a frozen player to unfreeze them. When the player is unfrozen, they must try to unfreeze another play because
they now have possession of the “warm” colored ball. Play each round for a designated period of time then choose
new freezers.
Omnikin Asteroids - To start this activity, the students will be placed onto one of two teams. Each team will stand on
opposite sides of the playing area in their “universes” (behind their sideline). The teacher will place 3 – 6 “planets”
(Omnikin-6 balls) in the middle of the playing area. The teacher will also place 3-5 “blackholes” (large cones) in random
spots between the two “universes”. Each “universe” will also have a large number of “asteroids” (coated foam or vinyl
balls) on the floor. When the game begins, the students may pick up (at most) two asteroids and attempt to throw
them at any planet in attempt to move them across “space” (the middle of the playing area) to the other teams
“universe”. If a planet touches the boundary line which marks their “universe”, they will be awarded “space points” (a
value designated by the teacher). If a “planet” touches a “blackhole” (large cone), all of the students must perform a
fitness activity designated by the teacher before they can continue throwing “asteroids”. After a while, some of the
“asteroids” may get stuck in “space”. If so, each team is allowed to have 3-5 “astronauts” (students holding a flag) that
can travel into space to move the “asteroids” back to their “universe”. “Astronauts” may NOT interfere with the games
while they attempt to move the “asteroids”. If they (“astronauts”) touch a planet, the opposing team will receive a
“space point” and the “astronaut” must pick another team member to be an “astronaut” by handing them his/her flag.
The team with the most “space points” at the end of the time wins the round.
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Omnikin Basketball (from the book Super Balls, Super Games)– There are two teams in this game. The objective is to
score points by throwing a ball through a hoop held by a teammate on the other side of the court. The ball can only be
passed to advance (meaning, if you are holding the ball, you cannot move your feet). The teammate who is holding the
hoop on the other side of the playing area may move anywhere inside the small triangle marked by cones (4 foot by 4
foot by 4 foot at most). If the ball touches the floor or is caught by the opposing team, then possession switches. Any
person with the ball must be given a 1 yard perimeter to pass the ball. No ball may be struck while another player is
holding it.
Five Passes – There are two different teams for this activity. The objective for the game is to complete five passes in a
row without dropping the ball or having it intercepted. If successful, the team will earn points designated by the
teacher. If the ball is dropped or intercepted, the opposing team will then attempt to complete the task. The game is
timed for 5 minutes. The team with the most points at the conclusion of 5 minutes is the winner.
Outbreak – There are two teams for this activity. Each team will have their own color ball. One team will be designated
the “antibiotic”, the other the “virus”. The objective of the game is for the “antibiotic” team to touch their ball on the
“virus” ball. No player from either team in possession of the ball may move their feet while in possession of the ball.
The balls must be passed among teammates to accomplish the task. Each team will have 1 minute to complete the
task. If the “antibiotic” ball touches the “virus” ball before the time is up, the “antibiotic” team will earn a point and
the roles will reverse. If a minute is over and the “antibiotic” were not able to complete the task, the round is over, not
points are awarded and the teams reverse roles.
ADAPTATION – If the “virus” team is doing a good job blocking the ball with their bodies, then the rules can be changed
so that if the “antibiotic” ball touches the “virus” ball or a person holding the “virus” ball then the objective is complete.
OR
Start a 3 second rule, player with the ball only has three seconds to make a pass. This keeps the game moving and takes
the body out of play.
Knock Off (6-Goal Games) – Place each Omnikin-6 ball on three closely placed cones. Each ball should be spread
throughout the playing area. The teacher will place a large cone in the center of the playing area. All of the students
will need a partner for this activity. When the activity begins, the teacher will designate 6 pairs to act as goalies to
guard each Omnikin-6 ball. All other pairs will have one gatorskin ball and start in the center of the playing area. When
the game begins, the pairs with the gatorskin balls will attempt to move the ball close to an Omnikin ball and knock it
off the cones. When moving the gatorskin ball, the teammates may not run with the ball or let it touch the ground. If
the ball touches the ground/floor, the pair must return to the center cone and start again. During the game, the goalies
may interfere, block, or intercept any other team’s gatorskin ball. If an Omnikin ball is knocked off the cones, the goalies
will take the gatorskin ball and head to the center cone to start. The pair that scored will become the new goalies. The
new goalies can wait to reset the Omnikin ball until other offensive teams move away.
Use this basic setup to practice important basic motor concepts (see below)
Soccer – dribbling, trapping, passing, shooting
Ultimate Frisbee/Ball – throwing, catching, hitting a target
Hockey – dribbling, trapping, passing, shooting
Team Sports – teamwork, cooperation, communication, offensive and defensive strategies
Save Jamestown - Equipment: 4 – 6 gatorskin balls (which represent “challenges” that can be used to tag other players
and make them “sick”, 3-6 Omnikin balls (which represent “knowledge” which was shared by the Native Americans to
help save the colony (players who have been tagged)). Learning:
When introducing the activity, have students
discuss the many challenges faced by the Jamestown colonists (history). Activity: The teacher will designate several
players to start as taggers. Each tagger will have a gatorskin ball that will represent a “challenge” that the colonist faced
at the Jamestown Colony. The teacher will also designate 3-6 players (depending on the size of the group and the
number of students participating) to hold an Omnikin ball (the Omnikin ball will represent “knowledge” that the Native
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Americans shared with the colonists to help them survive). These players will be called “Native Americans”. The
remaining players (“colonists”) will spread out in the playing area and try to avoid being tagged.
When the game begins, the taggers will tag any player without equipment (on the legs only). If a player is tagged,
he/she is now “facing a challenge” and must move outside the playing area (also known as “outland”). Once in
“outland”, the student will perform a fitness activity designated by the teacher (i.e. – cross crawls, push-up shoulder
taps, lunges, curl-ups, etc.). The “tagged” player will continue performing the fitness activity until he/she is saved by a
“Native American” who is willing to share their “knowledge” (the Omnikin ball) to him/her. Once the “knowledge” has
been exchanged, the “Native American” becomes a “colonist” and the “saved” student becomes the new “Native
American”. After about 2 minutes, switch taggers and continue the game.
* Taggers may not throw the ball.
** To add a challenge, when exchanging the “knowledge” have the students complete a sport skill (i.e. – 5 bump passes,
5 bounce passes, etc.)
For more information and activities, visit my websites…
www.NoodleGames.net
www.PErocks.com
www.PErocks.com © Chad Triolet 2013

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