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Innovative Games (book)


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35 ready-to-use games that keep participants excited about physical activity DESCRIPTION Now you can recapture your students' enthusiasm for physical activity with the 35 ready-to-use activities in Innovative Games. These games for students in grades 6 through 12 turn boring SOS (same old stuff) lessons into fun and rewarding learning experiences. Whether you're a physical education instructor or a recreation professional, you'll want to try these activities, which put a fresh twist on familiar games and provide new ways to introduce sport skills. Each game will help you both meet psychomotor goals and keep student motivation high. All of the activities in Innovative Games are presented in a format that makes it easy to integrate them immediately into your program. Descriptions for every activity include the following sections: A<>A* Objectives--the skills that each game seeks to develop A<>A* Equipment--the items necessary for play A<>A* Playing Area--the type of facility best suited for the activity A<>A* Participants--the number of active players and their positions or roles A<>A* Game--the rules of the activity and the most pertinent details for introducing it When appropriate for a given activity, descriptions may also include special safety considerations, helpful hints for making the game more or less difficult, and additional rules. Some of the activities also provide Adaptations for Younger Participants, which can be used for kids in elementary grades 3 through 5. In addition to presenting the 35 ready-to-use activities, the author explains six principles for creating innovative games that you can use to develop new game ideas of your own. So the next time you hear a complaint about doing the same old stuff in class, open up Innovative Games. It's an invaluable resource for middle and high school physical education teachers, recreation directors, church and camp program directors, and YMCA leaders. AUDIENCE Guide for physical education instructors. CONTENTS Acknowledgments Preface Chapter 1. Encouraging Creativity A<>A* Unlocking Creativity, Discovering Innovation A<>A* Creativity: An Elusive Term A<>A* The Professional's Role A<>A* Where Do You Start? A<>A* Before the Games Begin Chapter 2. Developing Hybrid Activities The Games A<>A* Soft Goalball A<>A* Volley-Tennis A<>A* Spasketball A<>A* Volley-Soccer A<>A* Square Gymnastics Chapter 3. Creating Excitement with Nontraditional Equipment The Games A<>A* Bucket Brigade A<>A* M

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