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Saturday, April 17, 2010

Intramurals

INTRAMURALS

THE SCOPE OF AN INTRAMURAL PROGRAM

According to the “Intramural Series” developed by the Calgary Board of Education, an effective Intramural program includes a variety of activities. Whether at the elementary, secondary, or post-secondary level, the Intramural program should have four main components:

• Leagues, tournaments, and meets

• Special days

• Clubs

• Self-directed activities

LEAGUES, TOURNAMENTS AND

MEETS

Try to program activities with many variations on traditional games. Consider the following when designing activities:

• Vary the size of the court or field to allow for more active movement

• Vary the number of players

• Vary the size of the ball (or target) to increase or decrease difficulty

• Vary the methods of scoring goals

SPECIAL DAYS

Plan some intramural activities that will enable a large number of participants to play (students in different grades, staff members, and parents, etc.) These activities can be scheduled on Special Days, and should be adapted to the needs of the school or grade levels by varying the rules, court sizes, and/or equipment. To stage a successful event, consider the following:

• Obtain administrative support for the initiative

• Secure staff support and/or participation

• Advertise and promote the event in advance

• Determine if extra fundraising is required

• Design the event to ensure maximum active participation

• Emphasize the value of participation, co-operation and fun

• Hold mini-clinics with the students to introduce the activity.

• Ask older students to help run activities for younger students.

CLUBS

As an integral part of a well-balanced intramural program, clubs offer students an opportunity to participate in a long-term program of instruction, recreation, and/or competition in a specific activity. In a long-term program, there is ample opportunity to develop both physical and leadership skills. Additionally, the club program provides students

with the opportunity to participate in activities that may not be included in the regular class instruction program or the inter-school program. Consider the following when organizing clubs:

• Obtain administrative support for the initiative

• Secure a staff sponsor for each club

• Advertise and promote the club within the school

• Determine if the school has the necessary equipment to operate the club

• Determine if extra fundraising is required

• Outline a one-year program/schedule

• Meet regularly

• Elect executive members if necessary

SELF-DIRECTED ACTIVITIES

Self-directed activities give students an opportunity to participate in an activity of their choice during free-time periods, before, during and after school, as well as on weekends or holidays. Self-directed activities allow physical educators to develop students’ desire to participate in and enjoy physical activity. Consider the following to support and encourage self-directed activities:

• Establish procedures for checking out equipment

• Mark all equipment

• Schedule the gymnasium to allow for self-directed activities at designated times during the year

• Provide supervision in the gymnasium during designated time periods

• Promote the activities within bulletin board displays and charts

Adapted from Intramural Series – Calgary Board of Education.

Laughing Tag

Here’s a fun twist to almost any tag

game. When “It” tags someone, “It” and the tagged person must stop and face each other. “It” now has 15 seconds to make the tagged person smile or laugh (no touching). If the “It” is unsuccessful, the tagged person goes free.

Hot Dog Tag

Here’s a variation on “Parallel Tag.” When tagged by “It”, the tagged person lies down straight and calls out, “I need buns!” Two other people lie down on either side of the tagged person, acting as “the buns.” The tagged person is set free to run around again. (What a neat game for Hot Dog Day!)

Try THIS for a NEW Intramural Game

FOUR CORNER SOCCER

Object

To prevent goal scoring by opposing teams

Equipment

50 or more tennis balls, 4 benches(as goals)

How to Play

Create four teams. Each team defends a corner goal, which is identified with a bench turned on its side and a taped goal crease for the goalie (ends of the goal are approximately five paces out). Only the goalie is permitted in this area. Throw out all the tennis balls. Players kick the balls trying to score on any goal except their own. If a player kicks a ball that hits a bench, the player may take that ball and put it behind that bench. Play until a designated time is reached or until all the balls are gone. The team with the LEAST amount of balls behind its bench is the winner.

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