year 2 - 6 physical education gifted & talented day … legacy of the london 2012 olympic games...

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1 Year 2 - 6 Physical Education Gifted & Talented Day Proposal Rationale: The Angmering School Physical Education Department would like to offer your school an exciting opportunity for Year 2 - 6 pupils to engage in Physical Education activities and continue to develop the legacy of the London 2012 Olympic Games & celebrate the Glasgow 2014 Commonwealth Games, using the expertise of the Physical Education & Dance specialist staff and all available facilities at the secondary school. The day would involve up to 30 children (6 from each year group). The aim of the day is to allow Gifted and Talented pupils to develop their performance skills and develop their understanding of aspects related to the subject, such as preparing for physical activity, team responsibility, planning for performance, and the development and evaluation of team tactics) as well as to working alongside like-minded pupils and competing against those of a similar high level of ability. This will allow those pupils to gain confidence in their abilities as well as for Y6 children to make new friends ahead of their arrival at secondary school. It is proposed that the activity will take place on Monday 7TH July 2014 . The day will be based in the Angmering School PE department, and use the sports hall, gymnasium, fitness suite, artificial turf pitch, tennis courts and fields so that pupils can utilise all the sporting facilities that the school has to offer. The day will be run by Pete Gwynn (AST in Physical Education) and other members of the PE & Dance departments. There will also be a number of Angmering sports leaders to assist with the running of the day. Cost: There will be no cost involved for the pupils who are attending. Students will need to be in PE kit and bring a packed lunch and drinks for the day. Theme: Working together to discover team roles, tactics and developing team work Activities: New Age Kurling, Dance Performance, Tri Golf, Endball, Tchoukball, Seated Volleyball, Driathlon, Team Orienteering, Basketball

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Year 2 - 6 Physical Education Gifted &

Talented Day Proposal

Rationale:

The Angmering School Physical Education Department would like to offer your school an exciting

opportunity for Year 2 - 6 pupils to engage in Physical Education activities and continue to develop

the legacy of the London 2012 Olympic Games & celebrate the Glasgow 2014 Commonwealth

Games, using the expertise of the Physical Education & Dance specialist staff and all available

facilities at the secondary school. The day would involve up to 30 children (6 from each year group).

The aim of the day is to allow Gifted and Talented pupils to develop their performance skills and

develop their understanding of aspects related to the subject, such as preparing for physical activity,

team responsibility, planning for performance, and the development and evaluation of team tactics)

as well as to working alongside like-minded pupils and competing against those of a similar high level

of ability. This will allow those pupils to gain confidence in their abilities as well as for Y6 children to

make new friends ahead of their arrival at secondary school.

It is proposed that the activity will take place on Monday 7TH July 2014. The day will be based in the

Angmering School PE department, and use the sports hall, gymnasium, fitness suite, artificial turf

pitch, tennis courts and fields so that pupils can utilise all the sporting facilities that the school has to

offer. The day will be run by Pete Gwynn (AST in Physical Education) and other members of the PE &

Dance departments. There will also be a number of Angmering sports leaders to assist with the

running of the day.

Cost: There will be no cost involved for the pupils who are attending.

Students will need to be in PE kit and bring a packed lunch and drinks for the day.

Theme: Working together to discover team roles, tactics and developing team work

Activities:

New Age Kurling, Dance Performance, Tri Golf, Endball, Tchoukball, Seated Volleyball, Driathlon,

Team Orienteering, Basketball

2

Angmering Cluster Olympathon.

Students and staff should arrive at Angmering by 9.00 in order to be registered by their staff member.

Please can staff let Pete Gwynn know of their arrival.

Staff should sit in their allocated area n the sports hall.

PG will give a brief outline of the event.

Please remember to bring Commonwealth Flags.

Staff may be needed to help score on certain events.

It will not be possible for parents to spectate.

All schools will need a mixed team of 6 pupils per age group for Y2, 3, 4, 5 & 6.

There should be 3 boys and 3 girls per team.

It is suggested that these are the best all round sports pupils in each year group as

they will compete in each of the 5 events throughout the day.

Students should bring warm clothing (such as tracksuit, a packed lunch and snack,

enough drink for the day).

Schools should provide their own first kit and first aider.

It would help if each student had a sticker with their name, year group and school

on.

Each team will compete in a year group competition for the five events. There will be a

whole school competition, adding the scores of each year team together.

3

Timetable of events: 9.00-9.15 Registration & Opening Ceremony (Sports Hall)

Year 2 Year 3 Year 4 Year 5 Year 6

9.15 – 10.30

Athletics (Field)

Dance (Studio)

Handball (Sports Hall)

Tri Golf (Field)

Dodgeball (Gym)

10.30 – 11.45

Dance (Studio)

Endball (Sports Hall)

Tri Golf (Field)

Dodgeball (Gym)

Team Orienteering (Field)

11.45 – 12.00

Dance Performances (Gym)

12.00 – 12.30

Lunch (Sports Hall / Field)

12.30 Endball (Sports Hall)

NAK (Drama)

Dodgeball (Gym)

Seated Volleyball (Canteen)

Dri-athlon (Drama)

1.45 NAK (Drama)

Catch & Throw Volleyball (Gym)

Seated Volleyball (Canteen)

Dri-athlon (Drama)

Tchoukball (Sportshall)

3.00 Presentation

3.15 Teams Dismissed

4

New Age Kurling

Equipment Needed: 6 sets of New Age Kurling Stones

Each school to bring their own set (Contact Pete Gwynn if not possible)

Each team will play every other team.

Number your team 1 to 6.

Every player will have a stone each.

Players will send their stone in number order.

The winning team is that which gets its stone closest to the centre.

Once every player from both teams has sent a stone, the “End” is finished.

Matches will last 5 minutes. Teams should complete as many “Ends” as possible in the allotted 5 minutes.

The team wins the most ends in 5 minutes wins the match and 3 points towards the league table.

Players may not pick up their stone until the coaches say they can.

The coaches must give the result to the referee who will tell them where the next match will be and who they are playing.

Each match lasts 5 minutes. Try to play as many “Ends” as possible during this time. At the end of the 5 minute session the points for each team will be calculated.

Rules The aim of the game is to get closer to the centre of the target than your opponents Each player must send their stone in number order. The team whose stone is closest to the centre of target wins. Once all the stones have been sent the scores for that “End” can be determined. All stones must be sent from behind the throwing line. If sent from in front the ball / stone

will be disqualified.

The competition will be run as a round robin event with every team playing each other.

5

NEW AGE KURLING SCORESHEET Rules: Games last 5 minutes. Teams take it in turn to throw and get as close to the centre of the target as possible. When all players have thrown the team that is closest gets a point. 1 point is scored for each ball closer than opponents (e.g. if there is only 1 ball closer than opponents 1 point is scored. If there are two balls closer than the nearest opponents, 2 points are scored, etc...) Team:

Team:

Colour Balls / Stones:

Colour Balls / Stones:

Score: ( IIII)

Score: ( IIII)

NEW AGE KURLING SCORESHEET Rules: Games last 5 minutes. Teams take it in turn to throw and get as close to the centre of the target as possible. When all players have thrown the team that is closest gets a point. 1 point is scored for each ball closer than opponents (e.g. if there is only 1 ball closer than opponents 1 point is scored. If there are two balls closer than the nearest opponents, 2 points are scored, etc...) Team:

Team:

Colour Balls / Stones:

Colour Balls / Stones:

Score: ( IIII)

Score: ( IIII)

6

Endball

Matches will take place in the school hall with courts across the width of the hall. Each team will be allocated a bench which will act as their base (for kit, equipment, etc...) Rules:

Each country will have 6 players in their squad.

6 players on court at any time

For mixed competitions there must be at least 2 girls on court.

Opposing teams to wear bibs – Schools should provide their own bibs.

Size 4 playball will be used.

Teams must assign a goalie to stand behind the (red) end line of the court / on the gym mat.

Outfield players cannot touch or cross the end line.

No contact is allowed.

Players should try not to move with the ball but will be allowed to take up to 3 steps before the pass it.

Team-mates score a goal if they can make a clean (does not touch the ground) pass to the goalie who catches it whilst standing behind the end line. (Catchers are NOT allowed in front or to touch the line).

The scorer then swaps with the goalie behind the end line.

Depending on the number of participating teams, games will last 5 minutes each (no half time).

Players can take no more than 3 steps with the ball.

When standing still, players cannot hold the ball for more than 3 seconds. (This will be counted aloud by the referee)

No contact.

If the ball goes out of court, it is given to opposing team.

This will be played like a round robin with: 4 points for a Win 2 for a draw and 1 for a Loss.

ENDBALL COMPETITION Team Name Played

(IIII) Won (IIII)

Drawn (IIII)

Lost (IIII)

Points (IIII)

1

2 3 4 5

6

7

ENDBALL MATCH SCORE SHEET Rules Games last 6 minutes 1 way (no half time) 6-a-side. Ball must be caught behind the goal line. If bounced or dropped no goal given. If goal scored, the scorer swaps with the catcher. Absolutely NO CONTACT allowed – be strict! ANY fouls = free pass. Players can only hold the ball for 3 seconds. And take 3 or less steps with the ball.

Team Name:

Team Name:

Team Colour: Team Colour: Score: (IIII)

Score:

ENDBALL MATCH SCORE SHEET Rules Games last 6 minutes 1 way (no half time) 6-a-side. Ball must be caught behind the goal line. If bounced or dropped no goal given. If goal scored, the scorer swaps with the catcher. Absolutely NO CONTACT allowed – be strict! ANY fouls = free pass. Players can only hold the ball for 3 seconds. And take 3 or less steps with the ball.

Team Name:

Team Name:

Team Colour: Team Colour:

Score: (IIII)

Score:

8

Handball Rules:

Court: Outdoor netball courts (Red lines in the sports hall). Ball: small / medium sized plastic play ball or sponge ball. (size 2 / 3) – Players should be able to play with one hand. Posts: 5-a-side goal (posts 2 / 3 metres apart), rounders posts, large cones, taped onto walls, etc... Games will be 6-a-side. The competition will be played as a round robin. 4 points for a win, 2 points for a draw, 1 point for a loss. The length of games will be 5 minutes (no half time). Players can hold the ball for 3 seconds maximum. Players can take no more than 3 steps with the ball (No dribbling allowed) Absolutely NO contact. No players, apart from GK, can touch the ball in area. Can only shoot in other team’s half. Restarts: Centre pass after goal, side pass after ball off court, goalkeeper throw after ball over goal line (no corners) or attacker circle infringement, free pass after general infringement, penalty throw after deliberate stopping a goal with contact or defender in circle infringement.

Rule 1 Goal Area & Keeper. Only the keeper is allowed in the area. Keeper can save with any part of the body.

Defender in area - Accidental

Free throw 2 metres away from the edge of the area.

Defender in area - Deliberate

Penalty – 7 Metre Throw (or from edge of area).

Attacker in area Keeper’s Ball.

Pass back to own keeper Not Allowed Free throw 2 metres away from the edge of the area.

Rule 2 Body contact Not allowed Free throw from where it occurred.

Rule 3 Dribbling Not allowed Free throw from where it occurred.

Rule 4 Take a maximum of 3 steps with the ball before having to pass.

More than 3 steps Free throw from where 4th

step occurred.

Rule 5 Holding the ball whilst standing still.

No more than 3 seconds Free throw.

Rule 6 Dissent to referee Back chat. Disputing decisions. Not grounding the ball and retreating immediately after transgression.

Sin bin 1 – 2 minutes (no substitute allowed)

1st

time – warning 2

nd time – sin bin

Free throw A free throw is taken from where the transgression occurred. Defending players must be a minimum of 2 metres from the ball when passed. You can score directly from a free throw. Players who commit transgressions are expected to put the ball on the ground and walk away. They should not throw or roll the ball away – this counts a dissent.

Penalty throw (7 metre throw)

A penalty is taken from the 7 metre line (edge of the circle). The shooter’s foot must not touch the line, and at least 1 foot must remain on the floor at all times. The keeper is allowed to stand up to 4 metres (4 large steps) off the goal line. The keeper is allowed to move before and during the throw, as long as (s)he does not go more than 4 metres off the goal line.

9

HANDBALL MATCH SCORE SHEET Rules Games last 6 minutes 1 way (no half time) 6-a-side. 1 goal keeper. Only goalkeeper allowed in the area. Absolutely NO CONTACT allowed – be strict! ANY fouls = free pass. Players can only hold the ball for 3 seconds, players can take 3 steps with ball. No corners – goalkeeper’s ball. Defender in area = penalty.

Team Name:

Team Name:

Team Colour: Team Colour: Score: (IIII)

Score:

HANDBALL MATCH SCORE SHEET Rules Games last 6 minutes 1 way (no half time) 6-a-side. 1 goal keeper. Only goalkeeper allowed in the area. Absolutely NO CONTACT allowed – be strict! ANY fouls = free pass. Players can only hold the ball for 3 seconds, players can take 3 steps with ball. No corners – goalkeeper’s ball. Defender in area = penalty.

Team Name:

Team Name:

Team Colour: Team Colour: Score: (IIII)

Score:

10

Seated Volleyball Rules:

Volleyball is a sport played by two teams. A team consists of a maximum of 6 players, Sitting volleyball is like volleyball except that players play from a sitting position on

the floor. The team has up to three touches (the first one must be a catch) of the ball before it

must travel over the net to the opposing team’s side. The ball is put in play with a serve – a ball hit or thrown by the server over the net to

the opposing team’s side. Play continues (a rally) until the ball is grounded on the playing court, goes out of

bounds or a team fails to return the ball. The team which wins a rally scores a point. When the receiving team wins a rally, it

gains one point and the right to serve. When a team wins the right to serve all players must rotate one place clockwise, so

that a new server begins. Players must remain in contact with the court at all times when playing the ball. To

stand up, rise or take a step will result in a penalty. (Backside must remain in contact with floor!)

Each game will last for 5 minutes. The team winning at the end of the 5 minutes gets 4 points, the losing team gets 1 point. If the match is a draw, teams get 2 points each.

Time delays should not be allowed between serves, and umpires must endeavour to keep the game flowing.

11

SEATED VOLLEYBALL MATCH SCORE SHEET Rules Games last 6 minutes 1 way (no half time) 6-a-side. Ball must be caught after travelling over net. Subsequent touches must be hits. Teams are not allowed more than 3 hits before the ball goes over the net. Players cannot hit ball 2 times in a succession. Players must keep bottom in contact with floor throughout. (They can shuffle) Teams that win the point serve next. Players take it in turn to serve (Throw or hit allowed) ANY fouls = point to other team Players can only hold the ball for 2 seconds (after catch)

Team Name:

Team Name:

Team Colour: Team Colour:

Score: (IIII)

Score: (IIII)

SEATED VOLLEYBALL MATCH SCORE SHEET Rules Games last 6 minutes 1 way (no half time) 6-a-side. Ball must be caught after travelling over net. Subsequent touches must be hits. Teams are not allowed more than 3 hits before the ball goes over the net. Players cannot hit ball 2 times in a succession. Players must keep bottom in contact with floor throughout. (They can shuffle) Teams that win the point serve next. Players take it in turn to serve (Throw or hit allowed) ANY fouls = point to other team Players can only hold the ball for 2 seconds (after catch)

Team Name:

Team Name:

Team Colour: Team Colour: Score: (IIII)

Score:

12

Tchoukball

Aim of game: The aim of tchoukball is to bounce a ball of either of the rebound nets / trampolines in order that it bounces on the floor within the court boundaries and outside the “forbidden zone”. Basic Outline of Game: The team that has possession of the ball (attacking team) has a three-pass limit before being forced to shoot the ball at the rebound surface on either end of the court. Members of the defending team must place themselves according to where they expect the ball to land, so that they can catch it before it touches the floor (& gain possession). During the course of the game, the players of each team are not allowed to interfere with players of the other team: they may not intercept passes, interfere with the movements of the person carrying the ball or his teammates, or stop a defender from positioning himself to catch the ball after the rebound. Scoring A player scores a point for his team if he bounces the ball off the rebound surface in such a manner that it cannot be caught by an opponent before it touches the floor. A player gives a point to the other team if:

He misses the trampoline or hits the frame when he shoots the ball.

He makes the ball bounce out-of-court

He shoots the ball and it bounces back, touching him.

He sends the ball into the forbidden zone, before or after it hits the trampoline.

Free Throws A player commits a penalty if:

He takes more than 3 footsteps on the floor while in possession of the ball.

He plays using parts of his body below his knees.

He makes a fourth pass for his team (Players can ONLY shoot on their fourth pass)

He makes contact with the floor out-of-court or in the forbidden zone while holding the ball.

He drops the ball after it is passed to him.

He voluntarily, or by error, catches a pass from the other team.

He catches a ball off of the rebound surface that was shot by one of his teammates.

He blocks his opponents from moving or stops them from freely passing the ball once they have gained possession.

13

TCHOUKBALL MATCH SCORE SHEET Rules Games last 6 minutes 1 way (no half time) 6-a-side. Teams can shoot in either goal. If ball touches floor after shot, a goal is scored. Possession switches to opponents after a goal. Players cannot touch the ball in the forbidden zone or out of court. Teams can make 1, 2,or 3 passes (unopposed) before shooting. Opponents cannot interfere with passes, shots or movements of attacking team. Players can hold ball for a maximum of 3 seconds. No contact allowed.

Team Name:

Team Name:

Team Colour: Team Colour:

Score: (IIII)

Score:

TCHOUKBALL MATCH SCORE SHEET Rules Games last 6 minutes 1 way (no half time) 6-a-side. Teams can shoot in either goal. If ball touches floor after shot, a goal is scored. Possession switches to opponents after a goal. Players cannot touch the ball in the forbidden zone or out of court. Teams can make 1, 2,or 3 passes (unopposed) before shooting. Opponents cannot interfere with passes, shots or movements of attacking team. Players can hold ball for a maximum of 3 seconds. No contact allowed.

Team Name:

Team Name:

Team Colour: Team Colour: Score: (IIII)

Score:

14

Dri-athlon

Dri-athlon comprises of an indoor rowing and stepping endurance relay in which all team

members must adopt a turn in each role.

Each team will use a concept 2 rower, with no resistance, a pedometer and an exercise step.

The relay lasts for 6 minutes during which each player must take up each position in strict

rotation. How long each player holds the position for is determined by the team’s tactics.

The aim is for the team to cover the most distance (Rowing metres + steps taken on the

block, which are converted 1 step = 1 metre) in their 6 minutes.

Teams are required to swap positions and the pedometer as quickly as possible in order to

achieve the longest distance possible in their 6 minutes.

Teams will compete against each other team in a head-to-head round robin format.

The winner of each match gets 2 points towards the league table.

15

Tri-Golf

The Tri Golf festival will involve all players participating in a rotation of 8 different golf

events. Every player must take it in turns to complete each skill in each event. Each event

will last for 6 minutes.

After 6 minutes the scores will be collated and the teams move on to the next event.

Waiting players must wait behind the safety line at each event until it is their turn. Failure to

do so will mean the deduction of points for each breach of the rule from their final score.

Events:

1. Treasure Hunt Putting Players take it in turn to putt towards the cones.

If a ball hits a cone that cone is taken away by the player who putted and the points earned.

If the ball hits more than one cone, it is only the first cone that is removed.

The putting line is moved further away, depending upon the year group playing.

The score is totalled up after 6 minutes of play.

If all the cones are removed, the team should set them up as quickly as possible and start

again.

16

2. Three in a Row

The first player putts from behind

the yellow cones and tries to putt

into the hoop.

If successful the next player putts

from the green.

If successful the next player putts

from the blue cones.

If a player misses, then the next

player goes from where they

missed.

Teams keep taking it in turns until

the 6 minutes are up, when the

scores are counted.

17

3. Zone Ball

Using a putter, how accurate can you be with a

long putt.

The closer you get to the yellow cone, the more

points you get.

Take it in turns to putt and collect the ball.

18

4. Grand National

Take it turns to chip the ball over fences

from behind the white cones to earn

points for you team.

Collect the ball after pitching for the next

person.

Remember to stay in the safe zone until

it’s your turn or your team will lose

points.

The game lasts for 6 minutes.

Score 1 point between white and blue

Score 2 points between blue & Green

Score 3 points between green & Yellow

Score 0 points behind Yellow

19

5. One by One Putting

One by One Putting

Players take it in turns to putt at the

cones. Each cone hit is placed on the

cone behind and the points earned.

Once all the cones have been hit,

they should be quickly laid out again

by the team and the game started

again.

The game lasts for 6 minutes.

The cones have to be hit in order and

only 1 cone can be removed be putt.

20

6. Driving Range

Take it in turns to drive the ball from behind the

white cones. Collect and return the ball as

quickly as you can after your go.

Get it to stop in the zones earns your team

points.

Go off target to the side, or go too far and you

won’t get any.

Remember to stay in the safe zone when waiting

for your turn.

The game lasts for 6 minutes.

21

7. Splashdown

Take it in turns from behind the white

cones; chip the ball over the bench and

into the pool (circle).

Waiting players must remember to be

in the safe zone or your team will lose

points.

After chipping the ball, remember to

go and collect it and return it as fast as

possible.

22

8. Building Bridges

Players start by taking it in turns to putt

through the blue cones. If they are

successful they stand behind the blue

cones with their legs apart as wide as

the blue cones. If they miss, they join

the back if the queue.

The players behind the white cones have

to putt the ball through the tunnel of

legs until 4 players are successful.

When the ball goes through the tunnel

of for legs, begin putting from the white

cones and putt through the green ones,

etc...

If the ball hits the feet or cones, then all

the players must go back start that

tunnel again.

23

Dance Teams of 6 will be taught a dance by specialist Angmering staff (Jo Hodson-

Prior).

They will work together to develop the dance as creatively as possible.

They will be marked out of 10 for each of their teamwork & co-operation,

technical ability, creativity and performance as a group.

24

Order of play for Team Games / Events 88 tteeaammss 77 TTeeaammss 66 TTeeaammss 55 TTeeaammss 44 TTeeaammss

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

66--88

22--33

11--55

44--77

22--88

33--66

44--55

11--77

33--88

11--33

22--55

66--77

11--88

22--77

33--44

55--66

11--22

77--88

44--66

55--88

33--77

22--44

11--66

33--55

11--44

22--66

55--77

44--88

22--33

44--77

11--55

44--66

11--22

33--55

66--77

22--55

11--33

44--55

22--66

11--77

33--44

55--66

22--77

11--44

33--66

55--77

22--44

11--66

33--77

11--22

33--44

55--66

11--33

22--55

44--66

11--55

33--66

22--44

11--66

44--55

22--33

11--44

22--66

33--55

11--44

22--33

44--55

11--33

22--55

33--44

11--22

33--55

22--44

11--55

11--33

22--44

11--44

22--33

11--22

33--44

25

Y2 SCHOOL NAME

Activities: Athletics, Dance, Endball, New Age Kurling

Staff Attending:

Student Name: Reason for nomination

1.

2.

3.

4.

5.

6.

26

Y3 SCHOOL NAME

Activities: Dance, Endball, New Age Kurling, Catch & Throw Volleyball

Staff Attending:

Student Name: Reason for nomination

1.

2.

3.

4.

5.

6.

27

Y4 SCHOOL NAME

Activities: Handball, Tri-Golf, Dodgeball, Seated Volleyball

Staff Attending:

Student Name: Reason for nomination

1.

2.

3.

4.

5.

6.

28

Y5 SCHOOL NAME

Activities: Tri Golf, Dodgeball, Seated Volleyball, Dri-athlon

Staff Attending:

Student Name: Reason for nomination

1.

2.

3.

4.

5.

6.

29

Y6 SCHOOL NAME

Activities: Dodgeball, Team Orienteering, Dri-athlon, Tchoukball

Staff Attending:

Student Name: Reason for nomination

1.

2.

3.

4.

5.

6.

30

EQUIPMENT LIST

General Registers Order of events Name Stickers and pens

SH

Boccia & New Age Kurling ( 3 leaders; 1 per game)

2 sets of boccia balls. 4 Benches 2 set of new age kurling stones Scoresheets & pencils

Gym Y2, 3

Football (2 leaders; 1 per game)

2 footballs 2 sets of bibs Cones for side lines 4 goals 2 Whistles Scoresheets & pencils

Astro

Hockey (3 leaders; 1 per game & 1 to coach waiting team)

30 sticks 3 balls 2 sets of bibs Cones for side lines 4 goals 2 whistles Scoresheets & pencils

Astro Y5, 6

Endball (2 leaders; 1 per game)

2 play balls 2 sets bibs Cones for side lines Spots for end lines 2 whistles Scoresheets & pencils

SH

Athletics 6 leaders (5 positions / 1 starter/ start line organiser)

Clapper / Whistle Rake Tape Measure Marking pegs / cones 5 x vortex howlers 5 x relay batons

Field

Multi skills (5 leaders : 1 per team)

1 x hockey stick 1 x hockey ball 1 x football 1 x goal 3 x hoops 3 x bean bags 1 x BB hoop / ring 2 x play ball 1 x speed bounce mat 7 x large cones 1 x Swiss ball 7 x spots Scoresheets & pencils Stopwatch / timer

SH

31

Table tennis (6 leaders ; 1 per table)

6 x tables 6 x nets 12 x bats 12 x balls Scoresheets & pencils

Gym

Handball (2 leaders; Referees)

2 x playball (smallish) 2 sets bibs 2 whistles Scoresheets & pencils 4 x goals on fences

Courts

Basketball (2 leaders ; referees)

2 x small basketballs 2 sets bibs Cones for side lines 2 whistles Scoresheets & pencils

SH

Seated Volleyball (2 leaders; referees)

2 x lowered badminton nets 2 x beach balls Spots for side lines 2 sets of bibs 2 whistles Scoresheets & Pencils

SH

Continuous relay 5 x relay batons Cones for change overs

Field