CODE: The Council of Ontario Drama and Dance Educators

code

CODE is YOUR subject association for Drama and Dance in Ontario

  • An active network of Drama and Dance colleagues, mentors, artists, arts advocates and student teachers
  • A reliable resource for you and your program – one phone call or e-mail away!!!
  • A website filled with articles, lesson plans, ideas and links to many practical classroom resources
  • An annual conference – a place to sharpen your skills and connect with others who share your concerns

Members have access to:

Articles

Through the blog and our resources page, CODE will keep you up to date on what is happening in Drama and Dance in Ontario and around the world.  See the blog

Lesson Plans

There are hundreds of lesson plans available on the website.  Many of these are public documents, but many are for members only.  Become a member to find out what you’re missing!  See lesson plans

http://code.on.ca/

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PE: Large Group Games

‘Minute to Win It’ style

This Blows (balloons, cups) The players have to blow up a balloon and use the air in the balloon to blow 5 cups off of a table. The balloon can be blown up as many times as necessary to accomplish this task.

The Elevator (erasers, rulers, string) Teams must attach long strings to the ruler creating a shelf. The contestant then wraps each of the long strings over each of their ears and 2 small erasers are placed on the ruler shelf.

The object of the game is to move the erasers to their shoulders by pulling the strings and raising the pencils to their mouth. (Think about a window washer’s scaffolding- it is the same principle).

The contestant will need to lean over so that the erasers are not knocked off by bumping into their body. It is important to keep those pencils level so the erasers do not fall off.

 

Wheel of a Deal (decks of cards)

Wheel of A Deal requires 5 small tables set in a circle and a table in the center. On the center table spread out 4 of each, Ace, King, Queen, Jack, 10 from a deck of cards, face down. The object of the game is to sort or separate 20 of the cards into 5 piles, each with the like cards on a different table. All of the aces on one table, the kings on the other and so one. This is a great game for all ages and can be adjusted in number of cards or sets for younger children.

Spaceman (blindfolds, balls) Spread out the balls in a playing area.

After being blindfolded, the player is spun around 2 times then the clock begins.

When the clock starts, the player begins searching for a ball (without crawling). Their teammates shout directions.

To complete the game, player must obtain 2 balls (holding them at the same time)

Bucket Head (Buckets, tennis balls)

1) When the clock starts, player may grab 1 ball at a time and bounce it so that it hits the floor then wall before attempting to catch it in the bucket headgear.

2) Only balls caught behind the foul line may count toward total.

3) Ball must bounce directly from wall to bucket in order to score.

4) Player can’t play from a kneeling or seated position, or touch the bucket with the hands while trying to catch a ball.

5) To complete the game, player must catch and retain a total of 3 balls in the bucket atop the head

Loop It (hula hoops, elephant or basketballs)

1) Place the balls in two rows at a designated distance away

2) Place a foul line at a designated distance away from the first row of balls.

3) When the clock starts, use backspin to roll hula-hoops towards the bottles without crossing the foul line.

4) To complete the game, 3 hula-hoops must land completely around 3 balls

Keep it Up (feathers)

1) When the clock starts, player may release two feathers and begin to blow on them to keep them in the air.

2) If the feather touches any part of the player’s body, or touches the floor, the game is over. Incidental contact on the face is allowed.

3) To complete the game, player must use only his or her breath to keep both feathers from touching the ground for the 60-second time limit.

Suck it Up (straws, small square of white paper)

1) Set up a stack of 5 small squares of paper for each team

2) When the clock starts, player may use only his or her mouth to pick up the flexible straw out of the bowl of candies, and suck up the paper onto the straw. Player may then attempt to transfer it to the other side of the room

3) If a paper falls off a straw, it’s out of play.

4). The team who gets the most paper to the other side wins

Yank Me (styrofoam cups, index cards)

When clock starts, player begins to stack a tower consisting of upside down cups topped with index cards.

Once tower is completed, player must pull cards out from tower 1 at a time, starting from top, until all cups nest together.

To complete game, cards must be completely removed, and cups must form a single stack

PE/Drama: Fishbowl

Fishbowl

Summary:

Fun-filled word and memory game- Charades, Taboo and Password combined! Little preparation required.

Goal: The team with the most points wins the game.

Preparation:

  • Pens – Paper (3 pieces of paper for each person playing)
  • A container to hold the pieces of paper
  • Timer

How to Play Fishbowl:

Set-up

Separate everyone into two equal teams (Team A and Team B). Have each person take three pieces of paper and write any word or familiar short phrase on each piece of paper. Have each person fold their pieces of paper in half and put them into the container.

There are three rounds in Fishbowl: 1) Taboo 2) Password 3) Charades.

 

Round 1: Taboo

Team A needs to select someone to go first, while Team B needs a volunteer to watch the timer (set at one minute). The person from Team A will grab a piece of paper from the container and try to have his/her teammates guess the word on the paper using only use words and sentences as hints, without using any motions, “sounds like…”, or spelling hints. (For example, if the word is “ribs”, the person can say “baby back The person tries to have their team guess as many words as they can within one“). minute. The teams will need to remember the guessed words/phrases for subsequent rounds.

If the team is unable to guess the word/phrase, the person has the option to “pass”, puts the word/phrase back into the container and continues with a new word/phrase. The person can only pass once during his/her one minute.

After one minute, Team A counts the number of successfully guessed words/phrases. Each guessed word/phrase counts as one point. Team B is next, and selects a volunteer from their team to start. A person from Team A will watch the timer, to be set at one minute. This alternating process continues until all of the words from the container run out. When the words run out, place all the words/phrases back into the container for the second round.

Round 2: Password

With the same style as the first round, the next team will select someone to go first, with the other team sets the timer for one minute. However, in this round, the person can use only one word asa their team to guess. (For example, if the word is “ribs”, the person can say the word “bonê). The team needs to recall the words/phrases in the previous round. Once all the words in the container runs out, place all the words back into the container for the third round.

Round 3: Charades

In this final round, the person needs to act and use motions as hints for their team to guess the word/phrase. (For example, if the word is “ribs”, the person can point to their rib cage). When all the words run out, tally all the points. The team with the most points wins the game.

only one word as a hint for their team to guess. (For example, if the word is “ribs”, the person can say the word “bone”). The team needs to recall the words/phrases in the previous round. Once all the words in the container runs out, place all the words back into the container for the third round.