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Grade 7 4. Adapting language choices 4. Adapting language choices 4. Adapting language choices Adjust
W.7.4–5; Adjust language choices Adjust language choices according to language choices according to task
WHST.7.4-5 according to social setting (e.g., purpose (e.g., explaining, persuading, (e.g., facilitating a science
; SL.7.6; classroom, breaktime) and entertaining), task, and audience. experiment, providing peer feedback
L.7.1, 3, 6 audience (e.g., peers, teacher). on a writing assignment), purpose,
task, and audience.
Behavioral Objective
Motor 1. The students (a) will be able to demonstrate (b) the proper baton handoff or running mechanics which is (c)
during class time (d) at least three times.
2. The students (a) will be able to demonstrate (b) the proper motor skill in activity 2 which is (c) during class
time (d) at least three times.
Cognitive 1. The students (a) will communicate (b) the proper technique (d) of the baton handoff techniques with a
classmate to help with sportsmanship during the lesson (c).
Affective 1. Students (a) will state (b) they had fun verbally and high 5 another student (d) at the end of class during
closure (c).
2. The students (a) will demonstrate (b) good sportsmanship which is maintaining a safe distance between groups
and helping your partner with cues (d) during activity 1, 2, and 3 of the lesson (c).
Type and Quantity of Equipment:
Batons, cones, fuzzy dice, dots, open space.
Safety Precautions:
1. Check the gym or field of harmful debris
2. Clear out the area of all obstructions.
3. Sweep or mop floors if needed.
4. Make the students aware of their surroundings and give each other 6 feet of space to warm up comfortably
5. Equipment stored during the lesson.
Preparation and Illustration
Checked equipment
Count equipment
Copy of rules
Skills, Activities, Topics & Methods and Organization Instructional Cues,
Time (Skill Progressions & Diagrams)
Transition Time 1m Whistle or Call Panthers for the 2 clap, stop lesson and have students in
their place or circle around me with their partner and explain new
activity. Teacher can demonstrate with a student or two students can
demonstrate the game.
Activity #2 Activity: Modification:
Arithmetic Tag with Fuzzy Arithmetic Tag with Fuzzy Dice Change movements to
Dice slower speed.
Purpose: Objective: The Fuzzy Dice Activity is designed to engage students in a Add additional time if
Arithmetic skill practice fun and interactive way to practice arithmetic skills, specifically needed.
through interactive games. focusing on even and odd numbers. This activity promotes mental Hints for math problems
math and quick decision-making. Add more time to
Time: 15m complete
Materials:
Objective Addressed: 1. Fuzzy Dice Cues:
Motor Objective: 2. Designated safe zone Eyes up
M1 3. Space for students to move around Focus on Even&Odd
Cognitive Objective: Quick Math
Procedure: Listen for Cues
Affective Objective:
A2 1. Pairing Students: Begin by lining up students in pairs. Each pair will
consist of one student representing even numbers and another student Spanish Language:
Grade 6/7 representing odd numbers. 1-Uno
CA Content Standard: 2-Dos
1.9, 1.10, 1.11, 2.3, 2.4, 2.5 2. Introduction of Fuzzy Dice: Explain to the students that fuzzy dice 3-Tres
2.12, 5.1 will be used for this activity. The teacher will roll the fuzzy dice, which 4-Quatro
will display a number. Additionally, the teacher will announce whether 5-Cinco
ELD to add or subtract for the next step. 6-Seis
Grade 6 7-Siete
W.6.4–5; WHST.6.4–5; 3. First Dice Roll: The teacher rolls the first fuzzy dice, calls out the 8-Ocho
SL.6.6; number, and specifies whether to add or subtract. For example, if the 9-Nueve
fuzzy dice shows '4' and the teacher says "plus," the students must 10-Diez
L.6.1, 3, 6
mentally calculate the result, which in this case would be the next
Grade 7 number, '5.'
W.7.4–5; WHST.7.4-5;
SL.7.6; L.7.1, 3, 6 4. Second Dice Roll: The teacher then rolls the second fuzzy dice, calls
out the number, and the students must perform the specified arithmetic
operation (add or subtract) to get the final result. For instance, if the
first roll was '4' (plus) and the second roll is '3,' the final result is '7.'
6. Safe Zone: Designate an area as the safe zone. The odd number
student can reach the safe zone to avoid being tagged by the even
number student.
7. Rotation: After each round, rotate the pairs of students, ensuring that
each student gets the opportunity to represent both even and odd
numbers.
This activity not only reinforces arithmetic skills but also adds an
element of physical activity and strategy as students try to outrun or tag
their peers based on the nature of the arithmetic operation and the
resulting number.
Transition Time 1m In their spots, move on to closure questions, ask questions and have
them answer as a class, raise their hands to answer or call on them
individually to answer teachers' closing questions.
6. Relay Handoff:
- At the end of the course (or a designated point), place a marker
where the participants must perform a safe and controlled handoff to
the next team member.
7. Next Participant:
- The next participant in line starts moving through the course using
the heel-to-toe technique.
Transition Time 1m In their spots, move on to closure questions, ask questions and have
them answer as a class, raise their hands to answer or call on them
individually to answer teachers' closing questions.