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CatchVest Adapted Activity Guide
Written By Ann Heins
Introduction
CatchVests provide a platform for numerous catching games and activities. This guide is designed to help you and your students get the most from your CatchVests in an adapted environment.
Activities
Partner Tag
- Have players choose partners and designate who will be IT in each pair.
- Each pair puts on a different color CatchVest.
- On the GO signal, pairs move around the area using a designated movement (like running, walking, skipping, etc.).
- The player who is IT must count to 5 before chasing their partner.
- To tag their partner, the IT player must place or throw the ball so it sticks to their partner's vest.
- Once tagged with the ball, the new IT player must do 5 jumping jacks before pursuing their partner.
Steal The Bacon
- Line up half the team on opposite sides across from each other.
- Number the students, starting from opposite ends.
- Each team wears the same color CatchVest and everyone has a soft ball stuck to his or her back.
- When numbers are called, players try to remove the ball from their opponents' back, then return to their space to score a point for their team.
Partners Relay
- Begin the relay at one end of the gym or designated play area.
- Put students in pairs.
- Every player wears a CatchVest and one player in each pair has a ball and stands at the starting line.
- On the goal signal, the partner runs with the ball to a point where they think it can be thrown and stuck to their partner's vest.
- After throwing the ball, that same partner runs back and passes their partner, who now has the ball.
- The partner with the ball throws it to the running partner in an effort to make the ball stick to their partner's vest. If they miss, they can try again.
- Upon success, both partners run to the finish line and the
game is over.
Variation: This same game can also be used with BeanBagZoo
Animals (see the Sportime catalog for pricing information on BeanBagZoo Animals.)
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