HOW TO USE IT The Big Picture High School physical education is a critical time for transitioning students from skill-based instruction and activity exploration, to self-directed activity and fitness management. This can be done through meaningful movement experiences which provide personal enjoyment and social engagement. SPARK HS PE represents that next level of fitness, skill and knowledge application. It is designed to build and refine skills when necessary, engage all students regardless of experience, fitness or skill level, foster cooperation and personal responsibility and define respectful competition. Health-Related Fitness Each SPARK HS PE unit addresses health-related fitness by focusing on high MVPA and inclusive participation. In addition, fitness-specific units are provided and are designed to be integrated into the weekly PE routine. Group Fitness (GF) is designed to mirror fitness classes that students will experience as they transition into adulthood, such as Aerobics, Cardio Kickboxing, Interval Training, and Yoga. Strength Training (ST) provides a unique approach to learning and developing the skills and techniques required for safe and successful lifelong participation. Wellness Walking (WW) creatively engages students in the world's most popular wellness activity, while focusing on all-around fitness management. As an option, students can become SPARK Fitness Instructor (SFI) certified, providing students the opportunity to develop and display leadership while exploring career options in the fitness industry. High SCHOOL Character Matters All SPARK HS PE units provide a unique framework for developing social skills and positive character traits. Although not required, SPARK recommends Long-Term Grouping (LTG) in equitable learning teams at the start of each unit. By keeping teams together for the duration of the unit natural opportunities arise for developing trust, respect, leadership, appreciation, and concern. Likewise, teachers are provided a platform for defining fair play and respectful competition, demonstrating the ability of healthy competition to foster peak cooperation and performance, thus enriching the development of all participants. Within this framework, teachers have the opportunity to provide individual roles to students as a way of promoting initiative and developing responsibility. What’s Next? Many high schools provide students with 1 year of quality PE. If that reflects your situation, this manual, along with the tools provided at SPARKfamily.org, offers more than enough content to help your students meet state and national standards. If your school provides additional electives-based PE experiences, utilize this manual along with the additional units provided exclusively at SPARKfamily.org. The SPARK High School Physical Education Program is written to address all NASPE Standards. For more information on standards addressed visit SPARKfamily.org. National Association for Sport and Physical Education. (2006) Moving Into the Future: National Standards for Physical Education, 2nd Edition. Reston, VA: Author, www.NASPEinfo.org. HS Introduction: How to Use It 1 Making It Work The units in this manual were designed to comprise 1 year of high quality physical education. There are more than enough units and activities to fill a 40 week academic calendar. For those schools that offer more than 1 year of HS PE there are 2 main resources for you to use. 1) Activity Modifications – SPARK HS PE activities include a series of Game Resets designed to change the original activity, making it more (FFwd) or less (Rewind) challenging. Use Game Resets to meet the needs of your students. 2) Web Units (SPARKfamily.org) – There is a collection of Web Units for SPARKfamily.org members that can be downloaded in the form of eBooks. Use them on your iPad or other e-reader, or print them out and insert into your SPARK HS PE binder. Planning Your Schedule To maintain a focus on health-related fitness it is recommended you stagger Fitness-Based activities with Games-Based activities. Or, if you teach extended block-style classes, begin or end each day with a Fitness-Based activity with a Games-Based activity planned as well. Here are a few examples for setting up your schedule. 5-Day Cycle: Day 1:Badminton (Games-Based Unit) Day 3:Badminton (Games-Based Unit) Day 5:Badminton (Games-Based Unit) 6-Day Cycle: Day 1:Volleyball (Games-Based Unit) Day 3:Volleyball (Games-Based Unit) Day 5:Volleyball (Games-Based Unit) Day 2: Group Fitness (Fitness-Based Unit) Day 4: Group Fitness (Fitness-Based Unit) Day 2: Strength Training (Fitness-Based Unit) Day 4: Strength Training (Fitness-Based Unit) Day 6: Strength Training (Fitness-Based Unit) Block-Style Classes 2-Day Cycle: Day 1:Wellness Walking (Fitness) and Soccer (Games) Day 2:Wellness Walking (Fitness) and Soccer (Games) Extending Fitness-Based Units There are 3 Fitness-Based Units designed to be implemented in the first half of the school year. In the second half, continue these fitness activities utilizing students to implement and manage fitness sessions. SPARK Fitness Instructor (SFI) Certification can be earned by students during each Fitness Unit. SFI Certification is not a requirement. However, once students earn certification, encourage them to be peer leaders for the remainder of the year. This is a great opportunity for students to show initiative and leadership while being introduced to career options in the fitness industry. 2 HS Introduction: How to Use It Making It Work (cont’d.) Sample Fitness-Based Calendar: September – Group Fitness [4 students SFI Certified] October – Strength Training [6 students SFI Certified] November – Wellness Walking [8 students SFI Certified] December – Goal-setting and Health Club Planning January, February – Choose 1 of 3 fitness options led by SFI Certified Students March, April – Choose a different fitness option led by SFI Certified Students May, June – Choose any fitness option led by SFI Certified Students * Students can earn more than 1 SFI Certification, allowing them to lead a different Fitness Club option from one cycle to the next. However, require that they complete the current cycle in the area they started in for consistency and planning. ** Allow students to team-lead Fitness Club options in groups of 2 or 3. This will help cover classes when students are absent, sick, or injured. High SCHOOL *** Full instructions for SFI Certification implementation are provided on page 17 of this section and on SPARKfamily.org. HS Introduction: How to Use It 3 Sample Yearly Plan Month Games-Based Units Fitness-Based Units September HS PE 101 WELLNESS WALKING October November SOFTBALL STRENGTH TRAINING FOOTBALL GROUP FITNESS: YOGA (Aligns w/ MLB Season Playoffs) (Aligns w/ NFL Season) December BADMINTON GROUP FITNESS: H.I.I.T. January HOCKEY GROUP FITNESS: FREESTYLE AEROBICS February VOLLEYBALL GROUP FITNESS: CARDIO KICKBOXING March April BASKETBALL (Aligns w/ NCAA March Madness) FLYING DISC: ULTIMATE DANCE GROUP FITNESS: FUNCTIONAL FITNESS (SPARKfamily.org Unit) May WORLD GAMES: CRICKET (Staffed by SFI Certified Students) June COOPERATIVES: ORIENTEERING (Staffed by SFI Certified Students) FITNESS CLUBS FITNESS CLUBS Option 1: Alternate Games-Based and iFit days (ex. Day 1 - Basketball; Day 2 - Dance) Option 2: Combine Games-Based and iFit content into a single lesson each day 4 HS Introduction: How to Use It Game-Based Unit Format Game-Based Units are designed with a progression that allows for self-assessment, goalsetting, team building, and authentic participation. Personal Best (Pre) – Students perform skill-based challenges to assess their current skill level. Then, they develop unit goals based on their performance. Teachers utilizing Long-Term Grouping (LTG) can use Personal Best Data along with personal observations and other forms of data to create equitable teams to be used for the duration of the unit. Fun-day-mentals Jigsaw Activities – Learning teams use jigsaw learning to peer-teach critical components needed for successful participation in the remainder of unit activities. Adventure Race Activities – Learning teams perform a series of challenges based on the skills covered during the Fun-day-mentals Jigsaw. This design develops team chemistry. Game Day Activities – Teams play small-sided, modified games designed to develop skill and tactical awareness while students display Character Matters attributes. Team Practice Plans are available to guide team practice sessions. Follow a Game-Practice or Practice-Game format to allow for team and individual development. Event – SPARK Events are designed as a culminating experience, adding anticipation and motivation to all earlier unit activities. Typically, Events are designed to take place over a 2-day period. Staggering Event days with the Personal Best (Post) in the middle provides increased energy for student assessment trials with the anticipation of the second Event day creating excitement. Personal Best (Post) – Students redo skill-based challenges to measure progress toward goals set earlier in the unit. SPARK does not recommend using performance measures as grades in physical education, rather reward completion, effort, and honesty. Students who honestly show effort toward reaching set goals will most likely show improvement, or will maintain scores in areas where performance was already high. High SCHOOL Fitness-Based Unit Format Fitness-Based Units are designed to offer students successful participation in a variety of activity options modeled after choices they'll likely have access to as adults. Personal Best (Pre) – Students assess health-related fitness levels according to the protocol adopted at the school. Personal Best resources are provided for both Fitnessgram and The President's Challenge. Schools without a set program can choose either option above or use generic challenge instructions. After completing fitness assessments, students create goals based on their performances. Teachers utilizing Long-Term Grouping (LTG) can use this and any other data to create equitable teams. Basic Training Sessions – Basic Training learning activities are designed to teach basic technique and safety cues for a specific activity or exercise. Mastering Basic Training activities is required for SFI Certification. Events – SPARK Fitness Events are consistent with those in Game-Based Units. SPARK Fitness Instructor (SFI) Certification – SFI Certification requirements are unique for each Fitness-Based unit. Specific details and requirements are described on page 17 of this section and at SPARKfamily.org. HS Introduction: How to Use It 5 Lessons A typical SPARK HS PE lesson includes: ASAP and Roll-taking Begin each lesson with an ASAP (Active Soon as Possible) to engage students the instant they arrive at the instructional area. Take roll and perform management tasks while students are participating in their ASAP. ASAPs specific to each games-based unit can be found inside units, just before activities. Instructional Activities (see pg 7 for sample) Introduction Begin with a brief introduction by stating the Activity name and objectives (generally bullet 1 of Teach). Both are important so students can recall the Activity by name and also understand the purpose of the Activity. Briefly discuss standards addressed. Instruction Next, "Show & Tell," giving clear and concise directions for activity participation. Be brief and avoid lengthy descriptions so students begin activity quickly. Move students directly into the Activity to enhance learning and Practice and Game Play maximize physical activity time. Use a Game-Practice or PracticeGame format. Monitor While students are active, move around and through the playing area, observing and using cues to instruct or provide feedback. Look for teachable moments and pause play to restate cues or refine rules as needed. Manage Ensure high activity and safety by using start/stop signals, marking playing areas clearly, establishing protocols for equipment management, and keeping track of time throughout the lesson. Cool-down and Closure Cool-down Provide cool-down activities such as walking the perimeter or active stretching while lesson closure takes place. Think About… Use Think About… to review key learning points and assess student knowledge of concepts, principles, and strategies. 6 HS Introduction: How to Use It Activity Pages (Front Side) Each SPARK activity includes the following: Shows the name of the activity: These will be referred to in the sample Unit Plan and elsewhere. Lists the equipment/ materials needed. Prep Describes set-up prior to beginning instruction. Set Questions to review key learning points and assess student knowledge. A diagram of the setup. Where students and equipment should be. 4 small cones per 2 teams (for boundaries) 1 pinnie per 2 students 1 ball per 10 students 1 flag belt per student (optional) 1 scorecard per team (optional) 1-2 Sqwhistle per team (optional) 1 Practice Plan (#4) and Passing Tree Content Card per team = Pinnies = Non-Pinnies • Create 1 grid (40X20 paces) per 2 teams, 1 ball per grid, and 10 flag belts per grid. • Place a scorecard, practice plan, passing tree, and Sqwhistle per game area. • Optional: Assign rotating support roles (coach, official, scorekeeper, etc.) for games. Teach HIGH SCHOOL HIGH SCHOOL Designates the SPARK program. • • • • • • • NATIONAL ARBOR DAY 1. In National Arbor Day the object is for the O to earn points for completing forward passes. Do this by successfully performing routes from the passing tree, then catching the ball. Running precise routes helps advance the ball and score points. (Provide each team the passing tree, allow teams to use passing tree during game.) 2. Game Format (Demonstrate game while explaining format, “Show & Tell.”) 5-on-5 Success/Try Again: 4 quarters per game with 4 plays per quarter. Each play starts with a shotgun snap from line of scrimmage spot marker (see diagram). After snap, player defending the QB counts “7-Mississippi” (or name of your state) aloud. If the ball is not passed in 7 seconds, a loss of down occurs (no blitzing). O scores 1 point for each completed forward pass beyond the line of scrimmage (no laterals). Offense retains possession on fumbles and interceptions. 30-second time limit between plays. Pass interference = 1 point for opposite team. Pinnies Rule. • QB can’t run, each player must be QB for at least 1 play during the game. • Rotate O to D after 4 plays, repeat until 4 quarters have been played. • After each game rotate to Success or Try Again grids. 3. Game Play & Practice (Practice before or after game, or both, and use Practice Plan.) 4. Offensive Cues • “Know your route” – Both you and the QB need to know the route you’ll run. • “Be precise” – Run correct distances and make cuts shown on the passing tree. • “Be quick” – Perform your route swiftly. Attempt to leave your defender behind. • “Anticipate pass” – Expect the ball every time you run a route. 5. Think About… • Did you run precise routes? Why/why not? FOOTBALL A ready-toread activity description stating objectives, instructions, and cues. ACTIVITY Shows the type of Integration. States which SPARK Unit the activity came from. 13 Shows the page number within the unit. HS Introduction: How to Use It 7 Activity Pages (Back Side) Most SPARK activities include the following: Game Reset suggestions allow teachers to Rewind or FFwd an activity. These suggestions can be used at any time to modify the activity and challenge students at their level. As you teach, assess your students’ comfort, interest, and capacity to perform, then adjust accordingly. If an activity is too easy, move to FFwd 1 or 2 to increase the challenge. If it is too difficult, Rewind to simplify. Use the Integrations as background information during introductions or closures. Print all of the unit Integrations from SPARKfamily.org and staple the set to a bulletin board in sequential order. Pull off the top one before the start of each new lesson. Types include: = Home Integrations promote physical activity at home and with family members. = Wellness Integrations include tips on nutrition, wellness, etc. = Global/Multicultural Integrations connect activities to history, customs, and practices both locally and globally. = Sport Literacy Integrations include useful skill, strategy, or game regulation specifics pertaining to each unit. NATIONAL ARBOR DAY Rewind Play original game, but decrease the number of defensive players (e.g., 5-on-4) and/or increase the time limit placed on the QB (e.g., 10 seconds). FFwd 1 Play original game, but allow defender to rush the QB after the count-aloud time period and/or decrease the amount of time allowed between plays (e.g., 15 seconds). FFwd 2 Play original game, but add an end zone and restart play at the point where each pass is caught. The offense scores points for passes completed in the end zone only. See National Standards addressed and write standards from your state. See how SPARK aligns with your state standards at SPARKfamily.org. NASPE #1, 2 Snapping, passing, receiving, passing routes #3, 4 Aerobic capacity #5, 6 Cooperation, accepting challenges Your State (Write in here) • Who’s counting? The defensive player assigned to mirror the QB should count time during and between plays. Rotate roles so everyone gets a chance to be timekeeper. • Finished early? Continue playing non-scored downs, rotating O to D after each down. • Limited space? Let teams practice while others play game. Rotate teams from practice to game and back again. NOTES 14 8 The object of football is to outscore your opponent. There are several ways to do that. 1) Touchdown – move the ball across the goal line = 6 points. 2) Extra points – from the 2 yard line, kick a short field goal = 1 point; or, run/pass the ball into the end zone = 2 points. 3) Field goal – kick the ball through the goal posts = 3 points. 4) Safety – tackle an offensive player with the ball behind the goal line = 2 points. HS Introduction: How to Use It Instructional hints from SPARK PE specialists who have instructed the activity. Read them prior to teaching to get the “inside scoop.” Write your own notes in the space available. See pg 18 for SPARK management and teaching strategies to help increase MVPA during PE. SPARK HS PE Activities FITNESS ASAP ASAP ASAP FITNESS ASAP 2 Folders to • 4 con Shoulder cones and • 4 to 8 P Cards Fitness ASA ASAP Cards ds for Car P • Fitness ASA cted Fitness • See sele needs equipment hold ASAP Prepes (for boundaries) 3 1 Equipme 8 7 Prompting students to be “Active Soon As Possible” (ASAP) is one of SPARK’s strategies for increasing physical activity, while providing time for active roll-taking. The HS PE Fitness ASAP is a consistent high-activity warm-up done at the start of each lesson. It's followed by a Unit-Specific ASAP to transition students into the lesson topic. ASAPs include a variety of activities for teachers to implement as students arrive for class. They use little or no equipment, are enjoyable and challenging, and promote healthrelated fitness. The Fitness ASAP can be found behind the black ASAP tab. Unit-Specific ASAPs are found at the front of each Unit (to correspond to the specific unit). 4 nt 5 6 Set ing area. paces) play large (20X20 will use for • Create area you same activity n. • Use the your lesso the center the rest of P Cards in ASA ess to 8 Fitn • Place 4 . of the area Teach your muscles will prepare ASAP you the Fitness d on the ASAP Cards. 1. During vities foun safety. fitness acti form and ect perf on trate 2. Concen for activity ing the by complet HOOL HIGH SC TENSIONS ASAP EX ror Mirror vity. y acti obic Capacit ing the Aer le complet 1: Mir Challenge ner’s movements whi g a partner. Mirror a part activities usin r Up ngth tne Stre Par ar 2: scul during Mu Challenge resistance Increase the SED S ADDRES RD STANDA strength , muscular y, flexibility ges obic capacit #3, 4 Aer pting challen ibility, acce onal respons #5, 6 Pers NASPE Your State (Write in here) 1 ACTIVITY Prep FOOTBALL PERSONAL BEST • 5 cones (1 each for 5 statio ns) • 1 spot mark er per 2-3 stude nts (for statio • 1 ball per 2-3 ns) students • 1 stopwatch per 2-3 stude nts • 4 Football Content Card s: Passing, Recei Centering, Kickin ving, g • 1 Football Personal Best Assessment per • 5 shoulder student folders (optional) 1 Pass 2 Receive 10 PACES 10 PACES 3 PACES 5 Sprint Set • Form group s of 2-3. • Create 5 assess ment each. Place Footb stations with a cone at all Content Card folders. Number s in shoulder Stations 1-5. 40 PACES 40 PACES FOOTBALL 4 Kick: Punt HIGH SCHOO L Teach 1. Today is a Personal Best day. The objec personal goals t is to evaluate for your current skill student personal Football. (Distribute Football level and set Personal Best best data to form Assessment. You teams in futur 2. On the signa can use e lessons.) l, form group s of 2-3, Football Perso nal Best Assessmen go to a station, then comp lete the assign station 5) and t). Content Card ed task (see provide infor s are located mation about at each station then set a goal how to do each (except for each task. skill well. Reco You official score. rd scores, After your group are allowed 1 practice trial before performing has completed station together. a station, find for an Be careful not and move to to interfere with station. an open other groups as you go from 3. (Describe each station to task with willin g students demo 4. Cues nstrating, “Show & Tell.” ) • “Be honest” – Scores need to be accurate • “Be careful” so that you can – Watch out for set meaningfu others and keep • “Be encouragi l goals. the space safe. ng” – Do your best and supp • “Be helpful” ort others as they – Help your group do the same. -mates by keepi 5. Think Abou ng scores or time. t… • What make s a goal mean ingful? Why? • What shoul d you do to achie ve your goals ? Why? Y-MENTA FUN-DA AW JIGS Prepes (1 each for 6 stations) • 6 con ng, 2-3 students ing, Receivi • 1 ball per Cards: Pass Official’s l Content • 6 Footbal Kicking, Flag Pulling, Centering, d s Jigsaw Car Signals ntal -me l Fun-day • 1 Footbal (less “coaches”) per student tional) r folders (op • 6 shoulde Set ent data tion: use stud s.) s of 4-6. (Op elop team • Form team l best day to dev ona a cone from pers stations with Cards in 6 learning Content • Create e Football 1-6. Plac . ions Stat at each er. Number shoulder fold 2 3 Pass 3 3 SC 2 3 4 Kick: Punt 2 Receive 2 SC 4 4 4 SC SC 1 Pass 1 Each SPARK HS PE Unit contains a Personal Best Activity. During Personal Best days students perform a series of skill or fitness-based challenges, record a performance score, and set a goal for future performance. This design gives both teachers and students an assessment of current skill level while promoting personal awareness, self-monitoring and goal-setting. It's recommended that students redo Personal Best Assessments at the end of each unit to monitor progress toward goals and celebrate achievement. Personal Best scores are NOT intended to be used as a grade, rather reward full completion, effort, and honesty at report card time. Fun-day-mentals Jigsaw LS SC 6 Official’s Signals 1 1 6 6 SC 6 on SC = Stati h Coac 5 Flag Pull 5 5 5 LL FOOTBA r les to you tball skills/ru ortant foo enture race. teach imp ng adv learn and the upcomi s you will success in -day-mental ach” is critical to 1. In Fun will be a “co Each skill es. team r mat ing; you team ber of groups: Pass aw. One mem6 separate learning Description Learning Jigs 2. Jigsaw 1 of ic. will use a each join ions, Clin you s will stat ay cial’ bers • Tod the learning Pulling; Offi aining mem ed at 1 of ition and the rem tering; Kicking; Flag pos be . Cen like to join ” who will Receiving; esponding t a “coach you would ute to elec p each of p at the corr ning grou • Take 1 min which learning grou lear ert. cted exp your sele become the then decide . ition, join aw Card to ach your skill ches in pos ches -mentals Jigs to jigsaw-te • With coa (Allow coa the Fun-day in your team p to join. station. Use rmation, rejo learning grou in each team decide ning the info ide which • After lear ch and dec ” while students with elect a coa ach to “co ute min station to 3. Take 1 ning time.) ide which lear dec te to t ). adequa to mee to join in. (Allow skill. ning group hing your ion, and beg which lear turns teac to your stat team. Take signal, go . r original 4. On the rn to you teach them signal, retu to learn and help. 5. On the g on you coach for is countin and p team . r grou n teaching 6. Cues wisely, you Rely on the – Use time rmation whe teacher first. • “Focus” ortant info ’t ask the ember imp Me” – Don rem B4 3 you • “Ask s help you? Why? – Jigsaw card for It” te ging “No • most challen ntals was About… Why? l fun-day-me 7. Think ntals skill? of footbal l fun-day-me • Which part rite footbal your favo • What was Teach HOOL HIGH SC HIGH SCHOOL 7 ACTIVITY Personal Best 3 Center 9 Fun-day-mentals Jigsaw Activities provide a fun and cooperative approach to skill refinement and remediation. During this activity, learning teams break out into individual Jigsaw groups, where they utilize peer-coaches, classmates and unit content cards to practice and learn specific skills or tactics needed for successful participation. Students are encouraged to take notes on provided Jigsaw Cards. They then return to their original team to peerteach what they've learned, setting the stage for success through teamwork, personal responsibility, trust and initiative. HS Introduction: How to Use It 9 SPARK HS PE Activities (cont’d.) L FOOTBALRACE URE ADVENT ACTIVITY l’s 3 - Officia Prepes (1 each for 5 stations) Adventure Race Clinic Each unit's Adventure Race activity provides a format for students to demonstrate what they've learned during Funday-mentals Jigsaw sessions while fostering team chemistry through cooperation, shared effort, and communication. Learning teams travel together and complete a series of cooperative challenges based on Fun-day-mental content. The combination of Personal Best, Fun-day-mentals Jigsaw, and Adventure Race lays a foundation for successful participation in each unit's Game Day Activities and ultimately the culminating SPARK Event. Judge Judge 4 Punt-a- e mile Judg 2 Pass & Catch Think About It Loop 1 5 Center LL FOOTBA • 5 con spot markers ll cones or ut It Loop) • 10 sma Think Abo (to create 2-3 students • 1 ball per re Race Task l Adventu • 1 Footbal Card per team Cards: Passing, l Content Kicking, • Footbal Centering, Receiving, als Official’s Sign tional) r folders (op • 5 shoulde Judge Judge . See nd the loop for tasks arou al distance Number cones equ details. r folders. , placing 5 ds in shoulde Card for task a large loop s Clinic; • Create Content Car cards); 3= Official’ l re Race Task tbal entu Foo Adv e. Place s/Receive Football , 1 per con & Catch (Pas tering card). 5 stations It; 2=Pass k About It (Cen • Create hink About enter Snap pen. At Thin 1=T 5=C : king ); ions mar card Stat p or ile (Kicking with a stam ng and 4=Punt-a-M station, each Key. track beginni Judge at eachJudge with an Answer inside of the • Place 1 Loop on the vide the k About It Station, pro ned teams. paces) Thin ion. use pre-assig a short (30 ut It Stat of 4-6 or s Abo • Create k Team the Thin Card. re Racing ending at te Adventu re Race Task ents to crea tball Adventu • Allow stud team with a Foo Provide each r re Race. You tball Adventu , but on the ability Foo a in dge dge and knowle onal skill and knowle peration. your skills ree of coo pers a high deg you will test rely on your own k requires 1. Today wor only Team not as a team. success will p to work Card. of your grou Students.) re Race Task Cards with ectations l Adventu re Race Task 2. The Exp on Footbal iew Adventu instructions ber 1-5. Rev • Follow team a num ership. each e Creed ign key to lead . • (Ass enture Rac ication are k you can ere to Adv thin mun adh com you s • Team tion and ish more than teammates. ” – Coopera to accompl age your • “Out Lead %. Work and encour ” – Give 100 y the process • “Out Last e fun. Enjo race? gh” – Hav adventure Lau t ay’s tod “Ou • e during demonstrat About… lities did you 3. Think ership qua • What lead Set HOOL HIGH SC Teach 11 NATIONAL ARBOR DA Y ACTIVITY Game Day Prep • 4 small cone s per 2 teams (for boundarie • 1 pinnie per s) 2 students • 1 ball per 10 students • 1 flag belt per student (optional) • 1 scorecard per team (opti onal) • 1-2 Sqwhistle per team (opti onal) • 1 Practice Plan (#4) and Passin g Tree Content per team Set Card HIGH SCHOO L Teach FOOTBALL • Create 1 grid (40X20 paces ) per per grid, and 10 flag belts per 2 teams, 1 ball = Pinnies grid. = Non-Pinni • Place a score es card, practice plan, passing Sqwhistle per tree, and game area. • Optional: Assig n rotating supp ort roles (coac h, official, score keeper, etc.) for games. 1. In National Arbor Day the object is for the passes. Do this O to by successfully performing route earn points for completing the ball. Runn forward ing precise route s from the passin s helps advance team the passin g tree, then catch the ball and score g tree, allow team ing s to use passin points. (Provide 2. Game Form g tree during each at (Dem game.) 5-on-5 Success/Try onstrate game while expla ining format, Again: 4 quart “Show & Tell.” with a shotgun ers per game ) with 4 plays per snap from line of scrimmage player defending spot marker (see quarter. Each play starts the QB counts diagr ball is not passe “7-Mississippi” d in 7 seconds, (or name of your am). After snap, a loss of down for each comp state) aloud. If leted occurs (no blitzi the ng). O scores retains possession forward pass beyond the 1 point line of scrimmage on fumbles and Pass interferenc (no laterals). interceptions. Offense e = 1 point for 30-second time opposite team limit between • QB can’t run, . Pinnies Rule. plays. each player must be QB for at • Rotate O to least D after 4 plays 1 play during , repeat until the game. • After each game 4 quarters have rotate to Succe been played. ss or Try Again 3. Game Play grids. & Practice (Prac tice before or 4. Offensive after game, or Cues both, and use Practice Plan. • “Know your ) route” – Both you and the QB • “Be precise” need to know – Run correct the route you’l distances and • “Be quick” l run. make cuts show – Perform your n on the passin route swiftly. • “Anticipate g tree. Attempt to leave pass” – Expect your defender the ball every 5. Think Abou behind. time you run t… a route. • Did you run precise routes? Why/why not? SPARK HS PE Game Day Activities are designed for maximum results through high MVPA content. Each modified activity provides skill and tactical application with inclusive and differentiated learning strategies. Activities are self-managed and monitored by students with skill refinement done via peer teaching and cooperative learning. Students are provided the tools they need via Activity Practice Plans, Playbooks, and Unit Content Cards. 13 SPARK Event N CLASSIC THE GRIDIRO ses.) n 2-4 clas tions (Duratio Event Op e for options. mulate a scor 2 activity there are Students accu nt ge. eve llen In this t-Snap Cha boundaries. 1 – Pass-Pun l skill challenges: designated • Option 3 footbal ries. s within the nda land bou performing that gnated distance in the desi throw for s away from lands with • Pass: A ance that a QB 5 yard kick for dist accuracy to • Punt: A ter-snap for t-gun, cen sho rg) A p: ly.o ami • Sna at SPARKf and Scorecard center. Teams play at Challenge Tournament. Event Description -Punt-Snap nd Robin in • (Use Pass Gridiron Rou dule. (See Round Rob 2 – 5-on-5 ent sche • Option d on tournam rotate base ly.org.) ions opt SPARKfami Options nt ent Eve iron Tournam Managing ge and Grid Options for ap Challen Pass-Punt-Sn • Run the sly. ltaneously. simultaneou l games simu tiple footbal help run all games. time to rs, etc. to • Play mul k cloc ent manage le, running pers, equipm • Use a sing , scorekee ent officials • Use stud ating in Festive event. to particip nt r Eve prio ced cers are Making the s are introdu ent announ Options for - Players/team gs, banners, and stud oductions son • Team Intr nt. The use of team in an allparticipate will the final eve ude: team a d. llenges incl player on encourage ns. Skill cha ges - Each e intermissio Skill Challen ing game-tim nts, • All-Star llenge dur rators, pare star skill cha ance & accuracy, etc. as administ such lved dist throwing to be invo ial guests Invite spec snacks. • VIP’s ers, etc. e healthy teams play e, serv le fi plet ents Stud high-pro are com Raising nds/games ther class. ions/Fund s from ano r several rou • Concess seeded team itions - Afte ss Compet ed and play similarly • Intercla time. s are seed real in clas e a in gam with to call the t Roles mentator nal Studen • Additio analyst and color com e. h teams. o Sport rd the gam ers from bot er to reco port the play al and team o Videograph ion” to sup ugh individu dent fan sect gnized thro reco are o The “stu students quet - All prepare to Ban s site ard or web • Aw etin board event. bull a ate awards. SPARK Basics - Cre results of n Board municate • Bulleti e) and/or com kside of Pag students for ch on Bac p, Set, Tea (Event Pre HOOL HIGH SC FOOTBALL Suggested 21 10 HS Introduction: How to Use It Every SPARK Event provides an authentic activity setting for application of unit content and Character Matters social skills. This culminating experience can be customized for every teaching situation and is designed to be selfmanaged and monitored by students. The focus remains on high MVPA, inclusive participation, and enjoyment while celebrating the accomplishments of all. Instructional Materials Flag Footb all 101 OOL PE HIGH SCH edball, and ate, spe ll Flag Footba sion game similar to ultim based inva A field- Unit 101 Cards rugby. Each 101 Card provides critical information for both students and teachers. The unit topic is defined, and an overview describes key elements of the sport or activity. Key Terms are listed with definitions along with a bulleted list of Basic Skills & Tactics. Finally, a diagram is given when applicable to show the field or court dimensions with highlighted areas of importance. Located at SPARKfamily.org and included in the SPARKfolio. y. s awa least 10 yard must be at . Defense yd. line. g team’s 20 line). ’s 20-yd line 2 (10 yd. kicking team the receivin Overview – Kick off from the re it went out or on wn=1 (3 yd. line) or n whe touchdo ting Play 40 TEAM BOX E END ZON : P-2• Defense ing • Play Call 40 YDS r = Field Marke 10 YDS BOX = TEAM Football Card Content Passing HIGH SCHOOL 10 20 20 10 tic lls & Tac Offense: Passing Tree Basic Ski • P & Zone • Throw • Catch • Snap ing • Flag Pull 40 TEAM BOX 10 20 20 10 is take Star after 2, Point(s) bounds kick ing the flag. An out of =6, Safety= r from pull Touchdown the defende ns player. Scoring – preventing and shoulders dow s flag, thus es Regulation ot guard her touch between kne cann Flag Belt er shift. a play, a nsive play motion or g, • An offe off during /or yards: al es and illeg n com e, dow belt mag rdin in a loss of ers on line of scrim • If a flag ring or gua that result al flag secu play king, illeg – Infractions al snap, less than 3 , illegal bloc Penalties off-sides, illeg like, pass interference • 5 yd. – man orts unsp – 5-9 players. team that fumbles. • 10 yd. al teams of by that spot. , with equ ulations is retained is placed at ccessful, Game Reg inute periods (halves) with ground. Ball ed. The ball e to another. If unsu tact flag is pull zon • Two, 22-m s are dead on con ball carrier’s ball one 20-yd. • Fumbled wn) is over when the move the ball from (do ) to t. spo wns play A (do that • ces where. session at has 4 chan es from any snap. . s over pos pass ball • A team ral take the h late catc g team ive the mage, the opposin eligible to pass and who can rece line-of-scrim ). behind the only player n (no punt blocking ers are QB is the t be made • All play ind center. passes mus for 4th dow • Forward t 2 yards beh intent to punt or go t be at leas s must state • QB mus 10 YDS downs, team E ZON • On 4th . END a flag pull ends with 20 YDS ball. a snap and in a dead Key Terms starts with ball resulting nt’s progress. – A play, possessed • Down – Loss of a ruct oppone line of scrimmage. ble obst 20 YDS to Fum • hands D on g – Using een O and pass or fumble. betw a • Holdin Are onent’s e. Zone – neutral zon hing an opp • Neutral 20 YDS tion – Catc d up in the r end zone. • Intercep When a player is line ins. er in thei beg s play – e play s where • Offside an offensiv – Downing – A line dividing team 20 YDS • Safety Scrimmage • Line-of- toward e the ball the To advanc . This is Purpose: nt’s goal line hod the oppone most common met quickest and the ball. ing for advanc Cues laces , fingers on 1. ‘C’ grip target 2. Side to step 3. Plant and n p 4. Arm whi , thumb dow p, palm out 5. Wrist sna 5 1 Use to ion in possess • Mainta ck space in atta • Create end zone • Attack the Types nd • Overha • Sidearm • Pitch • Shovel 2 OOL PE HIGH SCH 3 4 5 Unit Content Cards Each unit has a set of Content Cards to provide categorized skill and tactical information for students and teachers. These cards are used throughout the unit as teaching tools, making sure that students have the information they need for successful participation. All cards are designed to be displayed in Shoulder Folders. Located at SPARKfamily.org and included in the SPARKfolio. SPARKfolio HS Introduction: How to Use It 11 Instructional Materials (cont’d.) ersonal Football P sment es ss A Best Name Date Wt. Ht. w. ion: the tasks belo At each stat and perform tent card 1. Read con goal. and set a g. your score personal ratin a 2. Record rself give you scores and 3. Total all Sk Football Personal Best Assessments Age Gender Personal Best Assessments are provided to simplify and personalize skill and fitness assessment while providing important information to students and teachers. Each Assessment includes basic form instructions, detailed descriptions of assessment stations, spaces for performance data, goal setting information, and self-rating options. Located at SPARKfamily.org and included in the SPARKfolio. Best Personal Post Goal Pre ns ills Statio partner stationary make to a direction. Passing passes out of 10 can youcan move 1 step in any y et partner How man marker? Targ from a spot 1 catch? Ball 2 red on must be secu Errant t. Catching passes out of 10 can youreach of the catcher coun many ws within How thro act. Only initial cont ated. ld be repe throws shou onary e to a stati in any can you mak Centeringcenter snaps out of 10 partner can move 1 step Target many 3 ker? How a spot mar partner from direction. rd 3X and reco Punt Kicking: you punt? Punt the ballndaries. can in bou 4 the farthest with How far ts must stay distance. Pun 5 rd fastest s 2X, reco int 40 yd Spr you run? Sprint 40 yard fast can time. How elf Rate Yours Post Pre Rookie Rookie Semi-pro Semi-pro OOL HIGH SCH All Star PE All Star entals Fun-day-m Football rd Jigsaw Ca OOL HIGH SCH rmation ortant info PE . rd imp card to reco h using this g. are to teac and practicin Prep: Prep questions by asking tion. for success the informa Set: Set up fy that , teach them card to veri team r in you must initial r card is complete. Teach: Rejo ion coach you stat , that g team l and re rejoinin tent at a basic leve Note: Befo orm the con you can perf ch Initials Station Coa s/Signals Skill/Tactic Used To Cues Purpose ch Tips Station Coa 12 Personal tional) Notes (op HS Introduction: How to Use It Fun-day-mentals Jigsaw Cards Fun-day-mentals Jigsaw Cards provide instructions to guide student performance during each jigsaw event. The card is also organized for easy note taking, providing students with a tool for learning and teaching. Located at SPARKfamily.org and included in the SPARKfolio. Instructional Materials (cont’d.) 4 n ractice Pla Football P CUES 9 s ers & Name Route Numb e Passing Tre Offense: r route • Know you ise • Be prec k • Be quic ate pass • Anticip sideline midfield 7 5 6 Out 1 - Quick 2 - Slant 3 - Deep Out 4 - Drag 5 - Flag 6 - Curl 7 - Chair 8 - Post 9 - Fly 8 10yds 3 Sideline (odd # route Midfield s) Practice Plans and Playbooks 5yds 1 s) (even # route 4 2 KEY = Receiver rback = Quarte age Scrimmage = Line of distances. players, and . Start with spacing of OOL PE on this task aloud ball, speed, HIGH SCH QB is used g type of >3X. No and number by varyin Quick Out on call route name y each task Modify route 1: The unis in tree ers, ing pass All play ice running scrimmage. racttice of ing 1. Prac line ow foll on the plete theaining all players com , and ter, with rem ber ning route. ice Planand a center 2 - 9. before run tball. Prat e and num r Foo>3X Use a QB tree routes route nam g passing ck Outed. Refer to you after at #1, usin unison call epeeat positions te 1: The Qui All crib 2. Rep players, in time. Rotate e. ing tree rou plays as des running pass the line of scrimmag different receiver each ice tice ract Prac 3. receivers on te. QB passes to a NG TREE players as rou THE PASSI re running aloud befo trial. 9 receivers on ers as tice 2 - 9. sideline aining play each prac snap. QB tree routes ter, with rem aloud before the a center g passing player aesQB and at #3, usin Use and number until each epeeat efield es. tes. Nam 4. Rep & nam out rou te mid bers r rou practice trial ing tree te Num iver calls thei positions after each running pass Rou 7 rece ice tice ract Each Prac ate 5. 5 6 scrimmage. - Qui Out time. Rot 10yds ckeach ng players iver aini 1 the line of rece rem a different 2 - Slant 8 iver with the snap. Rotate 3 rece passes to ter, and 1 a center >3X. 3 - Deep Out Sideline QB before has been QB es. Use a QB, te number to the es) outtes. rou tree rou (odd # rout Drag r ing pass 4 d signals thei ice running rece al. racttice iver - Flaghan sign 5 l 6. Prac unti rs. Each 5yds Curl trial. Play 6 - tice as defende r each prac Midfield 1 es) afte 7 - Chair positions (even # rout 4 Post 8 uts Fly Why? route? Think Abo 9 - te? rite rou to know the your favo 2 and receive What was OOL PE for the QB HIGH SCH important Why is it KEY k ll Playboo a Flag Footb = Receiver ack = Quarterb = Center e Scrimmag = Line of ACTIVITY G – A STRON ap ss-Punt-Sn Football Pa Scorecard Example Score ap Team Pass-Punt-Sn Total Score 120 TEAM X HIGH SCHOOL 1. 2. 3. 4. 5. TEAM 3 1. 2. 3. 4. 5. TEAM 5 1. 2. 3. 4. 5. TEAM 7 1. 2. 3. 4. 5. 1. Jenny Doe 2. John Doe 3. Jill Doe 4. Jack Doe 5. Jose Doe 97 Total Score Total Score PE Team X Average 121.8 [609÷5] 116 100 176 Team 5 Average Team 7 Average TEAM 4 1. 2. 3. 4. 5. TEAM 6 1. 2. 3. 4. 5. TEAM 8 Team Scorecards Team 2 Average Total Score 1. 2. 3. 4. 5. Team 3 Average Total Score OOL HIGH SCH TEAM 2 Team 1 Average Total Score TEAM 1 DI LOMBAR TRIPS L: : Trips Play : Twins Play T FLOOD LEF TRIPS R: s by team average t-Snap Calculate -Pun vidual Pass adding indi ding by the ls and divi score tota bers. team mem number of SIDE PATRIOT TWINS R: PIGSKIN TWINS L: Practice Plans are specific to Game Day activities in each unit and provide task instruction and skill cues to help students self-manage their team's development. Playbooks provide basic offensive and defensive plays to guide team practice and game play. Both documents are located at SPARKfamily.org and are included in the SPARKfolio. Team 4 Average Total Score Total Score Total Score Team 6 Average Team Scorecards are provided to help both students and teachers manage game scoring information. Each is formatted for unit games and activities and provides structure for students tasked as scorekeepers. Located at SPARKfamily.org and included in the SPARKfolio. Team 8 Average 1. 2. 3. 4. 5. HS Introduction: How to Use It 13 SPARK HS PE 101 The SPARK HS PE 101 Unit is used at the beginning of every school year to establish a positive learning environment with routines and protocols to be followed throughout the year. During the first 6 lessons, this unit defines what to do and when to do it, thus decreasing the amount of time spent on management for the rest of the year. This not only makes it simple for students and teachers, it also increases the level of moderate-to-vigorous physical activity (MVPA) because less time is wasted. However, a positive learning environment includes much more than just routines. The way you start the year sets the tone of your class for the next 36 weeks. Will it be the “rowdy” class where students don’t get along and accidents happen too frequently? Or, will it be one they look forward to because it is fun, safe, and presents new things to learn throughout the year? SPARK offers sample introductory lessons entitled, SPARK HS PE 101 (behind a tab of the same name) which specifically focuses on establishing class procedures, developing routines, building a team spirit, understanding safety rules, etc. These are suggestions to be used in combination with activities you normally teach to set the stage for the ULTIMATE YEAR of HS PE! 14 HS Introduction: How to Use It Structured For Success The design of this unit mirrors the sequence of the other SPARK HS PE units providing active illustrations for the correct use of each type of activity. Students experience Personal Best Assessments, Fun-day-mentals Jigsaws, Adventure Racing, and Game Day Activities, with a SPARK Event adding the culminating finale. Throughout the 6-day sequence students are also introduced to SPARK Character Matters traits. Using T-Charts, the class defines what each characteristic looks and sounds like in physical education. Students will also complete a Character Matters Assessment to self-check their behavior and engagement levels. This assessment can be revisited throughout the school year to reinforce important Character Matters goals and objectives. Game Reset options are provided for each of the 6 SPARK HS PE 101 lessons. Use them when appropriate to Rewind (slow down) a lesson, or to FFwd (add challenge) for classes that easily master routines and protocol. Assessments Assessment can be used for much more than grading. Use it to guide your teaching, document learning, monitor performance, denote achievement, enhance motivation, group students, promote your program and garner resources, and more! Three assessment options are offered: Levels 1, 2, and 3. Simply choose the one that's best for your students and program. Each option is designed to offer increasing levels of standardsbased assessment and can be used in conjunction with assessments you already use. Level 1 • Personal Best Assessments Level 2 • Personal Best Assessments • SPARK Unit Written Tests Level 3 HIGH SCHOOL • Choose 3 or more of the following: o Personal Best Assessments o SPARK Unit Written Tests o Character Matters Assessments o Fun-day-mentals Jigsaw Notes o Coulda, Shoulda, Woulda Character Ed Journaling Pages o Create Your Own Game Task Cards o LTG Championship Points Tracking System o Heart Rate Monitor Logs o Pedometer Logs ersonal Football P sment es ss Best A Name Date Age Gender Wt. Ht. w. ion: the tasks belo At each stat and perform tent card 1. Read con goal. and set a your score onal rating. pers a f 2. Record give yoursel scores and 3. Total all Skills St Football Download, Print, Copy Best Personal Post Goal ations SPARK assessment options are available for you to download, print and copy at SPARKfamily.org. They are also included in the SPARKfolio for you to pull and copy. Pre ry partner n. to a stationa you make any directio of 10 can e 1 step in y passes out et partner can mov How man marker? Targ from a spot Passing 1 on t be secured nt t. Erra mus catch? Ball 2 Catching passes out of 10 can youreach of the catcher coun many ws within How thro tact. Only initial con ated. ld be repe throws shou you make 3 ry to a stationa any in can Centeringcenter snaps out of 10 partner can move 1 step y ker? Target How man a spot mar partner from direction. 4 5 rd 3X and reco Punt Punt the ball you punt? boundaries. How far can ts must stay within distance. Pun Kicking: s 2X, int 40 yd Spr you run? Sprint 40 yard How fast the farthest st time. record faste can te Yourself Ra Pre Rookie Semi-pro Post Rookie Semi-pro All Star OOL HIGH SCH PE All Star HS Introduction: How to Use It 15 Long-Term Grouping SPARK HS PE recommends the use of Long-Term Grouping (LTG) throughout each of the provided units. LTG is a management strategy in which learning teams are formed early in a unit and are kept together for the entire unit. This accomplishes 2 major objectives. • It decreases management time spent on grouping students, therefore adding to total activity time. • It creates a context where groups have time to gel, and where loyalty, teamwork, and personal growth are fostered. How does it work? The first key to LTG is creating fair and balanced teams. To accomplish this, determine the number, size and desired composition of teams. The factors are based on unit content, the type of games/ activities in the unit, the number and type of students enrolled in a class, as well as facilities and equipment. It's also critical to consider students' gender and size as well as skill, fitness, knowledge, experience, attitude, personal and social responsibility, etc. (i.e., the entire person) when determining team composition. Teachers can use prior 16 HS Introduction: How to Use It knowledge of students or information from any number of assessments to make team assignments. SPARK provides Personal Best Assessments to help make this process work smoothly. The second key to LTG is providing formal opportunities for students to become affiliated early in the unit and to consistently incorporate such opportunities throughout the remainder of the unit. These activities need not be elaborate, just deliberate. LTG Team Building 101 worksheets are provided for teams to use during the initial stages of team building. LTG Tools Provided Include: • LTG Assignments - Provides a form to determine an overall rating for each student. Use this form when determining Learning Teams. • LTG Team Building 101 - Provides a structure for each team's initial identity session. • LTG Fair Play Constitution - Defines expectations and binds students in an agreement for behavior and conduct. • LTG Championship Points Tracking System - A form for recording and tabulating team points across each unit. Where Fitness Fits SPARK HS PE recommends 2 lessons in a 5-day teaching cycle be devoted to fitness instruction time. HS PE activities focus on personal fitness and cooperation, with an over arching goal of fitness and physical activity autonomy. In addition to specific fitness days, all SPARK activities have the potential to promote health-related fitness every day. Integrations are another way to promote physical activity and physical fitness, with suggestions for out-of-class settings such as before and after school and at home with family and friends. Three Fitness-Based Units are provided in the SPARK HS PE Manual: 1) Group Fitness (GF) 2) Strength Training (ST) High SCHOOL 3) Wellness Walking (WW) The overall SPARK HS PE fitness experience is authenticated through the implementation of the following features within each fitness unit: • Basic Training in Fitness Content • Personal Fitness Program Development • SPARK Fitness Instructor (SFI) Certification Collectively, these features provide a Fitness Club context in which one's personal fitness is optimized through informed choice. Students have an opportunity to earn SPARK Fitness Instructor (SFI) Certification in each Fitness-Based Unit. After all 3 Units are complete, students select what “Fitness Club” to join on fitness-based days. Students who have chosen to earn SFI Certification become peer-leaders who manage and lead fitness classes. Students earn certification in each unit by successfully completing the following four steps: 1. Mastering Basic Content - Assessed through Peer or Teacher Checklists of movement performances. 2. Creating a Routine/Program Completion of the provided Create Your Own Routine Task Cards. 3. Demonstrating Leadership in Content - Completed through leading routines, judging ST events, or leading wellness walks. 4. Passing Unit Test - Score 80% or higher on the Unit Test & SFI Exam HS Introduction: How to Use It 17 SPARK Strategies Incorporate SPARK management and teaching strategies into your routines to help increase MVPA during PE. Examples of SPARK management and teaching strategies include: High MVPA Roll-Taking Strategies Taking roll while students are active can add up to 5 minutes of MVPA per day, 25 minutes per week, 100 minutes per month, and 900+ minutes per school year. That equals 30, 30-minute classes. Wouldn’t it be great to add an extra 30 classes of pure activity to your students’ schedule each year? Check out strategies in the ASAP Section to find examples that might work for you. The object is… You do that by… When describing an activity, try: “The object of the activity is ________; you do that by _________. Ready? Go!” This strategy helps keep your instructions focused and concise. The 80/20 Rule After instruction, assume 80% of students understand and the other 20% don’t. Instead of answering student questions, get started. Most students will “get it” while participating in the activity. While students move, play the role of “plumber” and “fix the leaks” by providing individuals with information when needed. 18 HS Introduction: How to Use It Principle of 3s To keep things simple in most activities taught, make the answer to all questions “3.” How close can I cover on defense? Answer: 3'. How long can I hold the ball on offense? Answer: 3 seconds. How far must my pass go? Answer: 3'. When students know the answer, they don't waste activity time asking questions. Pinnies Rule The group wearing pinnies begins on Offense and always goes in the same direction (e.g., facing north). Limited Equipment/Large Class Ideas Ideally, equipment ratios are appropriate, but in cases where there isn’t enough, read Limited Equipment/Large Class Strategies in the introductory pages of each unit. Groupings To decrease transition time, keep similar-sized groupings throughout the lesson, or combine ready-made groups/pairs rather than creating new ones. It's recommended that you utilize Long-Term Grouping (LTG) for the duration of each unit. Look for Movement If you don’t see enough, change the activity (e.g., do a different drill or a timed challenge; reduce group size; add more balls or more chasers; widen boundaries; etc.).
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