Field Day Grades 3-4

Field Day Information

Field Day
Kennedy School

Grades 3-4

 

 

Events ● Information ● Schedules

 

June 18, 2018

 

                                                                

 


Kennedy Elementary School 2018 “FIELD DAY"

 

 

To:                   Teachers and Parents, Grades 3 & 4

                        From:               Al Hook

Re:                   Field Day Schedules, Events, Rules and Procedures

Date:               Monday, June 18, 2018           Rain Date: Tuesday, June 19, 2018

 

Dear Teachers and Parents,

 

The “Field Day” is set to go!  Pray for sun.  I put together this packet for you.  It describes the activity stations, timetables, and rotation schedules your children will be following and participating in.  I’ve included two station breaks for you and your class.  Also, the station numbers may have changed from the last few years.  Please review the entire packet so you know where all the stations are located.  Your job for the day is to have fun with your class.  Each class will stay together as a class during all of the activities.  Parent volunteers will operate the activity stations. The parent helpers working with your class can assist you with the coordination of your class, since they also received this booklet. Encourage and accept their help.  Please remind all students that suitable footwear is required and MUST be worn, i.e. sneakers, for safety reasons.  No flip-flops or open toe sandals!

 

Your responsibilities for the day will be as usual:

 

1.         Supervise your own class while they participate at each station.

 

2.         Stress safe play and sportsmanship.  Class, team or individual scoring is your choice alone.

 

3.         Move your class from station to station following the timetable as close as possible.

 

4.         Please select teams or groups before “Field Day” where indicated in activity description.

 

On page 3 of your packet, you will find a grid that describes the activity station your class will begin at and the progression the class will follow throughout each time frame.  Page 4 shows you the locations of all of the stations on the field behind the school.  I will be circulating around to all of the events. If you encounter any problems, I’ll be there to help.  Please check your time and rotate your class to the next station according to the time schedule. If you have a special today, that teacher will cover your class during your prep time or assist you, whatever you wish.  There will also be various teachers around if you have an emergency and need relief. 

 

Additional scheduling information will be forthcoming, as we get closer to the day.

 

Enjoy yourselves, dress comfortably and thank you again for all of your help.

 

 

Thanks again.

 

Al Hook         

 


STATIONS 21 thru 32 - GRADES 3 - 4

 

 

21.  Soccer Baseball Game

 

22.  Potato Sack Race

 

23.  Hoppity Hop Race

 

24.  Obstacle Course

 

25.  Knock Out / Foul Shooting

 

26.  Station Break

 

27.  Kick Ball Game / Freeze Ball Game

 

  1. 50 Yard Dash

 

29.  Wombat Ball Game

 

30.  Tug-O-War

 

  1. Newcomb Net Game

     

     

     

  2. Station Break

 

 

TIME SCHEDULES

 

Please select teams or groups before "Field Day" for the activities indicated to avoid delays in starting the activity stations. This will make you day run much smoother and organized.

 

 Each activity station is 15 minutes long.

 

The first activity station begins at 9:00 and the last station will end at 12:00.

 

Please follow your station and rotation order listed on the “Class & Station Time Schedule” found on page 3.

 

Please be ready to move your class quickly in order to allow for optimum station working time.

 

 


 

 

 

CLASS / STATION TIME SCHEDULE

 

 

 

 

CLASS

9:00-

9:15

9:15-

9:30

9:30-

9:45

9:45-

10:00

10:00-

10:15

10:15-

10:30

10:30

10:45

10:45-

11:00

11:00

11:15

11:15-

11:30

11:30

11:45

11:45 12:00

Leso

 

21

 

22

 

23

 

24

 

25

 

26

 

27

 

28

 

29

 

30

 

31

 

32

 

Haus

 

22

 

23

 

24

 

25

 

26

 

27

 

28

 

29

 

30

 

31

 

32

 

21

 

Severino

 

23

 

24

 

25

 

26

 

27

 

28

 

29

 

30

 

31

 

32

 

21

 

22

 

Downey

 

24

 

25

 

26

 

27

 

28

 

29

 

30

 

31

 

32

 

21

 

22

 

23

 

Colucci

 

27

 

28

 

29

 

30

 

31

 

32

 

21

 

22

 

23

 

24

 

25

 

26

Lillis

 

28

 

29

 

30

 

31

 

32

 

21

 

22

 

23

 

24

 

25

 

26

 

27

 

 

 

STATIONS:  NUMBERS AND ACTIVITY

 

21.       SOCCER BASEBALL GAME

22.                                                                                                       POTATO SACK RACE

23.       HOPPITY HOP RACE

24.                                                                                                       OBSTACLE COURSE

25.                                                                                           KNOCK OUT / FOUL SHOOTING

            26.       STATION BREAK

            27.       KICKBALL GAME (4) / FREEZE BALL GAME (3)

            28.       50-YARD DASH

            29.      WOMBAT BALL GAME

                                    30.       TUG-O-WAR

31.                                                                                           NEWCOMB NET GAME

32.                                                                                           STATION BREAK


 

 

MAP OF STATION LOCATIONS GRADES 3-4

 

 

27

 

 


 

 

21

Text Box: Tree Line Text Box: Tree Line


 


SOCCER BASEBALL GAME    # 21

 

Equipment:

 

1 Soccer Ball

4 Bases

2 Cones

 

Objective:

 

To score the most runs in a modified game of Soccer Baseball.

 

Procedure:

 

1.         Divide the class into 2 equal teams prior to the game.

 

2.         Batting team bats one at a time and puts the soccer ball into play by kicking

the ball from home plate, placed between the 2 cones.

 

3.         After kicking the ball, the batter becomes the base runner and runs to all the bases and home getting one (1) run for every base touched until the base runner is out. The batter cannot stop and be safe at any base. Each batter can potentially score 4 runs.

 

4.         The responsibilities of the fielder’s are to co-ordinate their best effort using only soccer skills to recover, control, pass and score a soccer goal by kicking the ball between the 2 cones located at home plate in order to stop the runner from scoring runs.

 

5.         Once the soccer goal is made, the base runner is stopped and is awarded a run for every base touched until the goal was made.

 

6.         The fielder’s will play at the usual baseball positions and at no time can touch the ball with their hands.  The penalty is an automatic home run worth 4 runs.

 

7.         After the “out” is made, the next batter follows the same procedure.

 

8.         The entire batting team bats once, then they become the fielding team.

 

9.         The team with the most number of runs at the end of the game will be declared the winners.

 

 

 

 

 

 

POTATO SACK RACE    # 22

 

 

 

Equipment:

 

4 Potato Sacks

4 Cones

 

Objective:

 

To hop while maintaining control from start to finish.

 

Procedures:

 

1.         Divide the class into four lines.  Each line is not a team.  The first student in each line will be racing against each other.

 

2.         Put the potato sack on, placing both feet inside the sack.

 

3.         On the word GO, the first four students in each line, hop as fast as possible to

the finish line.

 

4.         When the students cross the finish line they will remove the sack and return it to the next student in line and sit at the end of the line.

 

5.         Repeat procedure #3 until all the students raced.

 

6.         First student to cross the finish line for each race will be declared the winner of that race.

 

  1. Variations of the race are acceptable, if time permits.

     

     

     

 

 

 

 

 

 

HOPPITY HOP RACE    # 23

Equipment:

4 Hoppity Hops

8 Cones

Objective:

To stay on the Hoppity Hop and bounce with feet on the ground to the finish line.

Procedure:

1.         Divide the class into four teams.

2.         Each team will line up behind one of the hoppity hops, even with the cones.

3.         At the signal, the first student in each line will hop with the hoppity hop in as straight a line as possible to one of the lines placed opposite their line, once they cross the line they return to their starting cone.

4.         When the student returns to the starting cone, they should get off of the hoppity hop as quickly as possible and give the hoppity hop to the next student in line who will be standing next to the starting cone.  This student begins as soon as they get the hoppity hop.

5.         After everyone has completed his or her turn, the entire team must be seated on the ground                                   behind the hoppity hop.  The first team to do this will be declared the winner.

6.         If time permits, another race can be run.

 

 

 

 

 

 

 

OBSTACLE COURSE    # 24

 

Equipment:

See attached diagram, next page.

Objective:

To complete the entire course in the shortest amount of time.

Procedures:

 

1.         Students decide whom they would like to challenge through the course.

 

2.         Students line up in 2 lines with their challenger next to them.

 

3.         Students in line 1 begin on course 1 and students in line 2 begin on course 2.

Each of the two courses is equal.

 

4.         On the signal to start, the students will run through the cones (weave) in and out as fast as possible.

 

5.         When the students reach the last cone, they run to the log roll area and do log rolls down the length of the marked area of grass.

 

6.         After the log rolls, they follow their crossover lines and run to the hoops and jump diagonally (with two feet) into each hoop.

 

7.         Upon completing the hoop jump the students will run to the hurdles and jump over them.

 

8.         After jumping the hurdles, the students will again follow their crossover lines and run to the next set of lower bars and jump over them.

 

9.         When done with the bars, the students will race across the finish line between the two cones.

 

10.       The first student to cross the finish line will be the winner.

 

11.       If time permits, other students can challenge other winners.

 


 

 

Diagram of Obstacle Course


 


 

KNOCK OUT / FOUL SHOOTING    # 25

 

 

Equipment:

 

4 Basketballs, Four backboards and baskets

 

Objective:

 

To score the most baskets.

 

Procedures:

 

  1. BASKET 1 “Knock Out”

 

Students who know and understand the game can play Knock Out.

 

  1. BASKET 2“Foul Shooting Contest”

     

     

     

    Students who wish to shoot in a foul shooting contest.

     

     

     

  2. If any of the students wish to do both, that’s fine too.

 

STATION BREAK   # 26

 

Equipment:   

                                      None

 

Objective:      

                                      To refuel the body with fluids and rest.

 

Procedure:     

  1. Stop at assigned station for the grade level.

     

  2. Obtain water.

     

  3. Rest, rest, rest.

     

  4. Lavatory usage if necessary.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


KICKBALL GAME #27  GRADE 4

 

KICKBALL

 

Equipment:  1 kickball

                      4 bases

 

Objective:  To play a 15 minute game.                                            

 

Procedures:

  1. Have 2 teams selected before Field Day.

     

  2. Two (2) outs per team or until the entire batting batted.

     

  3. Two fouls are an out.

     

  4. Gentle pegging of the base runner on the back or below the waist is allowed.They can also be tagged, forced out at a base or a fly ball caught.

     

  5. Normal regular kickball (softball/baseball) rules apply during the game.

     

  6. No stealing bases, no infield fly rule.

     

  7. Bunting is allowed; tagging up is also allowed.

     

  8. Add one run to the score of the batting team for every out not obtained by the fielding team.

     

  9. The score at the end of the rotation is the final score.

 

 

 

FREEZE BALL GAME #27 – GRADE 3

 

FREEZE BALL

 

Equipment:  1 kickball

                      4 bases

 

Objective:  To play a 15 minute game.       

 

Procedures:

  1. Have 2 teams selected before Field Day.

     

  2. Fielders field a kicked ball and throw it to the pitcher.The pitcher says “freeze” once the ball is in their hands.

     

  3. Base runners must be on a base when “freeze” is said by the pitcher to be safe, if not, they are out.

     

  4. There can be more than one runner on any base.

     

  5. Fly ball caught is an out for only the batter.

     

  6. The runners can continue running again once the next batter kicks the ball into play.

     

  7. After the entire batting team bats, the teams change sides.

     

  8. Each batter that gets home scores one run for their team.

 

                                     

 

 


 

 

 

 

 

 

 


 

 

50 YARD DASH    # 28

 

 

 

Equipment:

 

6 Cones

 

 

Objective:

 

To run as fast as possible in a straight line.

 

Procedure:

 

1.         Divide the class into groups of three or four.

 

2.         Try to group students with similar abilities, ones who are about the same speed.

 

3.         On a signal, a running group of 3 or 4 will run from the starting cones to the finishing cones as fast as they can. The first student finishing the race is the winner.

 

4.         Students may challenge other first place finishers within their class only, if they wish.

 

 

 

 


 

WOMBAT BALL GAME    # 29

 

 

Equipment:

 

One Wombat Bat

One Volleyball

Four Bases

 

Objective:

 

To score more runs than your opponent in a timed 15 minute game.                       

 

Procedures:

 

1.         Have 2 teams selected before “Field Day” to optimize playing time.

 

  1. Modified softball and baseball rules apply throughout the game.

     

     

     

  2. Two (2) outs per team or until the entire batting team batted through the batting order once.Add one run to the score of the batting team for every out not obtained by the fielding team.

     

     

     

  3. Two strikes per batter, three fouls are an out, however, if the batter misses the ball on the second strike, he/she can still run to first base and the fielders will have to make the play to try to get the batter out.

     

     

     

  4. No Pegging a base runner.Normal “out” rules apply such as, fly out, tag out or force out.

     

     

     

  5. All other rules as in softball/baseball apply during the game, no infield fly rule.

     

     

     

  6. What ever the score is at the end of rotation is the final score.

 

 


 

TUG-O-WAR CHALLENGE    # 30

 

Equipment:

 

One Tug-O-War Rope

4 Cones

 

Objective:

 

 

To pull the center of the rope across the teams marked base line.

 

 

Procedure:

 

  1. Have two groups selected before “Field Day”.

     

     

     

  2. Group A holds one side of the rope and group B holds the other side of the rope.

     

     

     

  3. The center marking flag, tied to the tug-o-war rope, is positioned over the centerline between the two groups.

     

     

     

  4. On the command “TUG” from the activity operator, each side pulls until they can bring the center marking flag across their own base line.

     

     

     

  5. The first group to do it wins.Best 2 out of 3 contests will get the final win.

     

     

     

  6. Repeat if time permits.

 


 

NEWCOMB NET GAME    # 31

 

Equipment:

1 Volleyball

4 Cones

Objective:

To score 8 points before your opponent does in a game of Newcomb.

Procedure:

1.         The class will be divided into 2 teams.

2.         These teams should be pre-selected before “Field Day”. 

3.         Team A on one side of the net; B on the other side.

4.         One team will begin the game by throwing the ball over the net to the other side, the ball needs                           to be caught and thrown back.  If either team fails to catch the ball, the team that threw the ball                            over the net wins the right to start the game (the serve).  The ball cannot hit or touch the net                                 during this part of the game.

5.         The team that wins the first serve will then begin the game by throwing the ball over the net to                             the other side.  Failure to catch the ball will result in the throwing team getting a point.  Either                             team can score points during the game.  If either team fails to catch the ball successfully, the                                throwing team gets a point.

            6.         If the ball hits the net and bounces back, the thrower gets a second try.  If the second try is                                    unsuccessful then the other team gets a point and the ball.

            7.         The teams should cover the entire court inside the marked lines.  Balls thrown outside the                                     boundary lines will result in a point for the receiving team.  Either team can score a point                                     regardless of who had the serve.  First team that scores 8 points will win the game.

            8.         The team that lost the game will be the serving team for the next game.  The teams will exchange                         courts after every game.

9.         If time permits the teams switch courts and begin a new game.

 

 

STATION BREAK    # 32

 

Equipment:   

                                      None

 

Objective:      

                                      To refuel the body with fluids and rest.

 

Procedure:     

1.         Stop at assigned station for the grade level.

2.         Obtain water.

3.         Rest, rest, rest.

4.         Lavatory usage if necessary.

 

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