Nasco Physical Education Free Activities / Lesson Plans
Featured below are great activities for you to use with your students or group. They were originally presented by Curt Hinson, PhD, Kinesiologist, and are presented here with his permission. Dr. Hinson and Nasco hope you will enjoy and use the ideas in your work to improve the health and fitness of children.
Ultimate Kan-Jam
Objectives: Tossing (disc), catching, teamwork, aerobic fitness, agility, and hand/eye coordination.
Equipment: One Kan-Jam set (includes two “kans” and one flying disc) for every eight players.
How to Play: The players form teams of four. The game is played four against four. The “kans” are set up approximately 40-50 feet apart (may be further for older players). Using tape, a circle is marked on the floor around each “kan.” The circle, called the “deflector’s circle,” should be approximately 10 feet in diameter. One player from each team is designated as the deflector and stands inside the opposing team’s circle. The object of the game is to move the disc up the field and throw it into the opposing team’s “kan” or hit the opposing team’s “kan.” A player cannot travel while in possession of the disc, they can pivot however, as in basketball. When a thrown disc hits the floor, the team who had possession loses possession. The other team picks up the disc and begins moving toward the opponent’s “kan.” The deflector’s job is to try and deflect throws from their teammates into the opponent’s “kan.” The deflector is the only person allowed inside the circle.
Scoring: One point is scored when a throw hits the “kan.” This is either a direct throw or a throw which is touched by the deflector.
Two points are scored when a throw is deflected into the “kan” by the deflector.
Three points are scored when a throw enters the “kan” from the top without the deflector touching it.
An automatic “win” is awarded when a throw enters the “kan” through the slot opening in the front of the “kan.”
The game is played to 21 points (11 or 15 point games can also be played if necessary for time constraints).
Defense: Defensive players are not allowed to touch offensive players who have possession of the disc.
Defensive players are not allowed to grab the disc, take it away, or knock it out of the hands of an offensive player.
Other rules: When the disc lands on the floor inside the deflector’s circle it becomes the possession of the defensive team. One player from this team enters the circle, picks up the disc, and begins their team’s offensive advance from that position by throwing the disc to a teammate. This is the only time a player, other than the deflector, may enter the circle.
Defensive players may intercept or knock down throws. Throws that are knocked down become the possession of the defensive team, who become the offensive team once they retrieve the knock down disc.
Teams can rotate deflectors, but not during play. Rotating deflectors should be done only after a goal is scored.
This game is continuous, therefore, the offensive team don’t have to wait for the defensive team to get ready or be in position, they simply retrieve the disc and begin advancing up the field.
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The activities presented here are suggestions. When selecting activities for your program, you may need to change or modify them to make them more developmentally appropriate for your situation. Use these activities at your own risk, and at your own discretion, making sure to take all safety precautions into account.
© All of these activities are Copyright 2004 by PlayFit Education, Inc., unless otherwise noted. All rights reserved. No part of these activities may be reproduced in any manner without written permission from PlayFit Education, Inc.