Lesson Plan | Teachy Methodology | Track and Field: Introduction
Keywords | Athletics, Races, Walks, Throws, Jumps, Physical Education, Digital Methodology, 6th grade, Social Media, Gamification, Digital Tools, Competition, Athletics Rules, Impacts on the Human Body, Collaboration, 360° Feedback |
Required Materials | Cell phones with internet access, Computers or tablets, Access to gamification platforms (Kahoot!, Quizizz), Video and image editing tools (optional), Writing materials (notebooks, pens), Projector or screen for presentations, Stable Wi-Fi connection, Social media accounts for posting content |
Objectives
Duration: 10 - 15 minutes
The purpose of this stage is to ensure that all students clearly understand the objectives of the lesson, providing a solid foundation for subsequent practical activities. By defining the objectives, the aim is to establish a clear guideline for student engagement and ensure that the focus remains on the essential skills and knowledge to be developed during the lesson.
Main Objectives
1. Recognize and describe the main athletics events: races, walks, throws, and jumps.
2. Understand the basic rules of each athletics event.
3. Analyze the impacts of these activities on the human body.
Side Objectives
- Develop digital research skills about athletics events.
- Promote collaboration and information sharing among students through group dynamics.
Introduction
Duration: 15 - 20 minutes
Purpose: This stage aims to contextualize the topic of athletics in an interactive and engaging way, utilizing students' familiarity with digital tools. By conducting quick searches on their phones, students will gain different perspectives on the subject, providing a starting point for discussions and subsequent deepening of the athletics events, their rules, and impacts on the human body.
Warming Up
Warm-Up: Introduce the topic by explaining that athletics is a collection of sports that includes races, walks, throws, and jumps, all with ancient roots and a significant presence in modern competitions, such as the Olympics. Ask students to use their cell phones to search for an interesting fact about an athletics event (race, walk, throw, or jump) and share it with the class. This initial activity aims to spark curiosity and contextualize the topic in the digital reality of the students.
Initial Reflections
1. 類 Key Questions:
2. What are the main types of athletics and what do they consist of?
3. Do you know of any famous competition where athletics is highlighted? Mention an example.
4. How do the rules vary between different athletics events?
5. In what way do you think athletics impacts the human body?
6. Has anyone ever practiced an athletics event? How was the experience?
Development
Duration: 70 - 85 minutes
The purpose of this stage is to provide students with a practical and collaborative experience using digital technologies to deepen knowledge of athletics events. The proposed activities aim to engage students creatively, contextualizing learning in the digital reality and encouraging exploration of the rules, techniques, and impacts of athletics in a playful and engaging manner.
Activity Suggestions
It is recommended that only one of the suggested activities be carried out
Activity 1 - Athletics Influencer
> Duration: 60 - 70 minutes
- Objective: Familiarize with athletics events creatively and engagingly, using social media to spread knowledge and develop digital communication skills.
- Description: Students will divide into groups, and each group will be responsible for creating digital content as if they were digital influencers specialized in athletics. They should use their social media to share videos, posts, and stories explaining athletics events (races, walks, throws, and jumps) and their rules, as well as demonstrating practical exercises or curiosities about the impact of these activities on the human body.
- Instructions:
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Divide students into groups of up to 5 people.
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Each group should choose an athletics event to focus on: races, walks, throws, or jumps.
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Using cell phones and computers, students should research more information about the chosen event.
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Groups should create digital content (videos, posts, stories) to explain the rules, techniques, and impacts of the event on the human body.
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Encourage the use of hashtags and mentions to increase engagement and visibility of the created content.
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Each group should present their content to the class, explaining the creation process and the knowledge acquired.
Activity 2 - ♂️ Gamification of Athletics
> Duration: 60 - 70 minutes
- Objective: Promote understanding of athletics events in a dynamic and engaging manner, using gamification as a learning tool.
- Description: Students will participate in a digital game based on athletics events. Using an online gamification tool, they will compete in challenges related to rules, techniques, and curiosities about races, walks, throws, and jumps. The game will include multiple-choice questions, quizzes, and practical tasks.
- Instructions:
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Divide students into groups of up to 5 people.
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Use a gamification platform (like Kahoot! or Quizizz) to create an interactive quiz about athletics events.
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Each group must choose a leader who will be responsible for recording answers and interacting with the platform.
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Students will answer multiple-choice questions and complete practical tasks related to athletics events.
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Encourage healthy competition by rewarding the group with the highest score at the end of the game.
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After the quiz, have a discussion in class about the correct and incorrect answers, clarifying any doubts.
Activity 3 - Digital Olympic Project
> Duration: 60 - 70 minutes
- Objective: Develop organizational, planning, and digital communication skills while simulating the creation of a mini-Olympics, promoting understanding of athletics events.
- Description: Students will create a digital project that simulates the organization of a mini-Olympics focused on athletics events. They will utilize digital tools to plan and present their ideas, including creating an event schedule, competition rules, social media promotion, and considerations about the impacts of the events on the human body.
- Instructions:
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Divide students into groups of up to 5 people.
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Each group should use computers and cell phones to research and plan a mini-Olympics focused on athletics.
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Groups should create a schedule of events, detailing the types of races, walks, throws, and jumps.
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Each group must create promotional materials (such as posts and videos) for social media, promoting their mini-Olympics.
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Groups should include information about the rules of the events and how these activities impact the human body.
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Each group will present their project to the class, discussing the planning process and the knowledge acquired.
Feedback
Duration: 15 - 20 minutes
Purpose: The purpose of this stage is to consolidate the learning acquired during the lesson, promoting critical reflection and sharing of experiences among students. Additionally, the 360° feedback aims to develop interpersonal and self-criticism skills, which are essential for the personal and academic growth of students.
Group Discussion
Group Discussion: Facilitate a group discussion with all students, where each group shares what they learned while conducting the practical activities. Use the following script to introduce the discussion:
Invite each group to present a brief summary of the athletics event they explored, highlighting key points about rules, techniques, and impacts on the human body. Ask students to reflect on what it was like to create digital content or participate in gamification and the Olympic project. Encourage students to discuss the challenges they encountered and the solutions they developed during the activities. Promote questions and comments between groups to foster a sharing of knowledge and experiences.
Reflections
1. Reflection Questions: 2. How did the use of digital tools (social media, gamification platforms) contribute to your understanding of athletics events? 3. What were the main difficulties you faced while carrying out the activities and how did you overcome them? 4. In what way can the knowledge acquired be applied to other areas of your life or other school subjects?
360° Feedback
360° Feedback: Instruct students to conduct a 360° feedback stage, where each group member should receive feedback from their other peers. Guide the class to ensure that the feedback is constructive and respectful. Use the following guidelines:
Each student should share something a peer did well during the activities. Each student should point out an area where the peer can improve, in a specific and respectful manner. Encourage gratitude and recognition for teamwork.
Conclusion
Duration: 10 - 15 minutes
Purpose: The purpose of this stage is to consolidate the lessons learned in a light and fun manner, connecting the acquired knowledge to the dynamics of the modern world. Furthermore, it seeks to reinforce the importance of the topic for everyday life and the relevance of digital tools in the teaching-learning process. ✨
Summary
Fun Summary: In this digital journey through the world of athletics, we explored four main events: races, walks, throws, and jumps! ♂️♀️ We discovered the rules of each, investigated how they impact the human body, and became true digital influencers of the sport! ✨ In addition, we played interactive quizzes and created a digital mini-Olympics, all with a lot of excitement and collaborative spirit!
World Connection
In the Modern World: Athletics, like other sports, has adapted to the digital world. From live broadcasts of competitions to athletes sharing their training routines on social media, the world of athletics is more connected than ever. Our lesson reflected this dynamic, showing how we can learn and share knowledge about sports using digital platforms.
Practical Application
Applications: Knowledge about athletics goes beyond tracks and courts. It teaches us about discipline, determination, and the benefits of physical activity for health. ♂️ The lessons from this class can be applied in practicing any sport, in creating quality digital content, and in developing research and communication skills.