Topic

ROUTINES

Metadata

Grade Level: K-5

Skill: Taking Turns, Sportsmanship

Time: 30 minutes

Game Setup: 6 Splats

Unruliness: Running, stomping

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Relay Race

What are Splats Routines Lessons?

Just like you establish routines for your classroom, it's helpful to establish routines for using Splats to set you and your students up for success! Splats Routines lessons will help you prepare for the logistics of using Splats with different game styles and help build your students' Unruly muscles. Establishing these routines will help with classroom management and allow for students to use Splats more independently in the future (if desired).

Relay race style Splats games require students to be able to:

How to Use This Lesson

Before starting your game, tell your students that today you will be using Splats to do a relay race. Review your classroom procedures for putting themselves in teams/small groups, discuss how to wait for their turn appropriately while supporting their teammates, and explain how you chose the right play space for this style of game.

Social and Emotional Core Competencies

Materials

Resources

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Preparation

Social and Emotional Learning

This game supports the CASEL Core Competencies of Self-Management and Relationship Skills. Relay Race requires students to wait their turn while other students on their team participate one at a time. Because students can see the progress of the other teams, it is important to emphasize showing good sportsmanship during and after the competition. The focus should be on working together and having fun, rather than winning. Encourage students to cheer on their teammates while waiting for their turn. They can also be coached on how to calmly accept when their team is not the fastest.

Classroom Expectations

Remind students that it is okay to move and make noise! Set expectations for safe movement while still having Unruly fun. Review with and model for students how to safely move through the space, maintaining control of their bodies and being aware of the objects and people around them. Show them the paths to move on and which areas are out-of-bounds. Explain where they should be when they are waiting for their turn and when their turn is over.

Splat Arrangement

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Simple relay arrangement in rows

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Triangle arrangement spread around the room

How to Play Relay Race

Students on each team run between two Splats in a relay race. Teams start lined up behind Splats 1, 3, or 5. The first student on each team runs to and stomps on Splat 2, 4, or 6 until it turns green. Then, the student runs back to their team’s first Splat and stomps to add a point.

  1. This game is played with students in three teams. Create random groups of students by counting off by 3 or drawing names.
  2. Arrange the 6 Splats in rows. See Notes and Variations for other ways Splats can be arranged around the space, making sure there is a path between each team’s Splats and enough room for students to line up.
  3. Display the app on the screen. Load the game Relay Race.
  4. Explain and model the game, first on the app, then with the Splats.
  5. Click RUN to start the game.
  6. Team 1 will use Splats 1 and 2, which are lit Red. Team 2 will use Splats 3 and 4, which are lit Orange. Team 3 will use Splats 5 and 6 which are lit Blue.
  7. Students will line up behind Splats 1, 3, or 5 to start. When the game starts, they will run to their team’s other Splat. See Notes and Variations for other ways to move between Splats.
  8. When students get to Splats 2, 4, or 6, they stomp on it. It will change to a random color. They should keep stomping until it turns Green. See Notes and Variations for other ways to press the Splats.
  9. When the Splat turns Green, they run back to their first Splat and stomp on it to add one point to their score. Then, it is the next student’s turn.
  10. Continue until all students on each team have a turn. To create a competition, you can try adding elements to the race:
    1. Add a timer into the game code (see Modifying the Code)
    2. Use a timer to see which team can get the most points in a certain amount of time
    3. Have each team set a goal for how many points they think they can get in a certain amount of time
    4. Set a whole class goal for how many points teams can collectively get in a certain amount of time

Notes and Variations

Modifying the Code

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