Game play is an important part of an after-school program. Through appropriately designated games children learn sport and movement skills, cultural concepts, as well as cooperation and other important social values. Game play is motivating to most children, and can also be used to promote cardiovascular fitness.
CATCH encourages the inclusion of games that are fun, enjoyable, and promote moderate-to-vigorous physical activity. Many games, such as "Duck, Duck, Goose" and "Red Rover" are inappropriate because they are elimination games, provide little moderate to vigorous physical activity, or are potentially dangerous. Games to be included in CATCH should be non-elimination, provide for maximum participation, promote generalizable movement skills, and have a structure that permits the game to be modified in complexity and intensity.
Aerobic Games - Introduction
An introduction to the CATCH aerobic activities, including objectives, and techique/teaching cues.
Pass the Hat - #13-14
Students jog in a line while passing an item backward, until the last student sprints to bring the item to the front of the line, repeating the process.
See Ya Later Alligator - #15-17
Students play a game of tag, using hoops as safe havens.
Dragon's Tail - #18-19
Students pretend to be dragons, with a scarf in their waistband representing a tail. Students who have their scarf pulled must do a re-entry task.
Veins and Arteries - #20-22
A game where students pretend to be circulating around the body in the bloodstream.
Fitness Football - #25-27
Students try to run through an activity area without their scarves being pulled by a defender. Those with their scarves pulled need to do a specified agility task.
Long Ball - #28-29
Students attempt to hit a ball with a bat, and make it to a safety zone and back before being tagged by the ball.