Reflex Ridge - X-Box Kinect

Syllabus Outcomes
Outcomes

Early Stage 1 Outcomes

MOES1.4 Demonstrates a general awareness of how basic movement skills apply in play and other introductory movement experiences.

ALS1.6 Participates in physical activity, recognising that it can be both enjoyable and important for health.

Life Skills 7-10 Outcomes

LS.8 Demonstrates a range of movement skills across environments.

LS.18 Recognises components of a balanced lifestyle.

 

HSC Life Skills 11-12 Outcomes

5.8 Demonstrates movement skills when participating in physical activities, team games and sports

 

Indicators

  • Copy actions as demonstrated.
  • Coordinate movements at times appropriate to the activity.
  • Perform movements to participate in an activity.

  • Perform movement skills that promote a healthy lifestyle

 

Game Description

 

Reflex Ridge is a track-and-field inspired game, but played on a moving platform in an environment similar to a wooden roller coaster or mine cart. One or two players (in split screen) race on a platform, jump over hurdles, lean away from obstacles and duck to avoid hitting their heads on low beams. Jumping in place makes the platform move faster along its rail. Adventure Pins are earned by avoiding obstacles or touching ones scattered throughout the course. The game is timed, with extra time left over at the end of the course added to the Adventure Pin total. 

 

 

Introduction:

 

1. Copy actions as demonstrated / Perform movements to participate in an activity / Perform movement skills that promote a healthy lifestyle: Introduce movement skills based on students’ physical ability and their ability to coordinate movement. Model key movements including ducking, jumping, leaning, bending and pulling. Demonstrate a number of key body shapes that are needed to be made during the game. Provide opportunities for students to practice these key body shapes and movements. Activities may include ‘Simon Says’, ‘Follow the Leader’ or ‘The Hokey Pokey’. Movement skills needed to play the game can be further practised during other gross motor / aerobics programs.

If suited to your students’ needs and their current ability discuss the importance of a healthy lifestyle and the benefit of exercise. Ask students what happens to our bodies when we are exercising. Have students feel their heart beat (pulse) before exercise and during exercise. Using a SMART Notebook activity compare images of healthy activities and less healthy activities. Have students sort the activities into the two categories. Have students take their resting pulse rate. Provide assistance when required. Students record results into a table in SMART Notebook.

 

Exploration:

1. Copy actions as demonstrated / Coordinate movements at times appropriate to the activity: Allow students the opportunity to participate in the activity. If possible allow students to have a number of turns to practice the skills / movements associated with the activity. If needed pause or restart the activity to allow for reinforcement. Initially, it may be beneficial to play alongside a student so explicit instruction can be given. They will also have the opportunity to copy your movements. Once students have had a chance to play the activity pause the game. To assist students with coordinating their movements display screenshots of the various obstacles in the game. Have students perform the movement / action that is required to avoid that particular obstacle. If necessary model these movements. Following on from this allow the students another opportunity to play ‘Reflex Ridge’. 

 

2. Perform movements to participate in an activity / Perform movement skills that promote a healthy lifestyle: Provide simple directions to participate and achieve success in the game e.g. ‘dodge the barriers’ / ‘collect the tokens’. Provide feedback while they participate including the language that supports and describes the movements they are making e.g. ‘great jumping’, ‘you need to stretch your arm out’, ‘lean to the left’, lean to the right’. Allow students numerous turns to practise and refine their skills. Monitor student progress throughout and focus on those movements which students may be having difficulty with. 

If suited to your students’ needs and their current ability pause the game at appropriate times to discuss the impact of the activity on their bodies e.g. ‘can you feel your heart beating?’ / ‘are you sweating?’ / ‘are you tired?’. Have students take their pulse for 1 min. Provide assistance when required. Students record results into the table on SMART Notebook.

 

Conclusion:

1. Copy actions as demonstrated / Coordinate movements at times appropriate to activity / Perform movements to participate in an activity:  Summarise the key features of the lesson through reflection and discussion of key body movements. Select various students to perform specific movements using visual and/or verbal instructions. Play a game such as ‘Simon Says’ or display a series of images on the IWB (see Smart Notebook Activity) and have students copy those actions depicted.  Display images of people performing different movements and ask students to select a particular image e.g. Point to the person jumping. Questions may include:

  • Can you show me a jump/duck/lean?
  • Can you copy this shape e.g. a star shape?
2. Perform movement skills that promote a healthy lifestyle: Have students compare their resting pulse rate with their pulse rate during exercise. Ask students why their pulse rate during exercise is higher? What causes it to be higher?    

 

Assessment


The student will: Copy actions as demonstrated.

 

Indicators: 

  • Look at the person performing action
  • Copy simple actions e.g. side-step
  • Copy complex movements / body shapes e.g. star jump

 

The student will: Perform movements to participate in activity / Coordinate movements at times appropriate to the activity.

 

Indicators:

  • Attend to activity 
  • Attempt movements / actions during the activity
  • Perform an appropriate action when presented with an in-game instruction, cue or obstacle
  • Perform actions to successfully complete game

 

The student will: Perform movement skills that promote a healthy lifestyle.

 

Indicators:

  • Attempt movements / actions during the activity
  • Participate for the duration of the activity
  • Identify healthy and non-healthy activities
  • Recognise that physical activity promotes a healthy lifestyle
  • Identifies some basic reactions of the body in response to physical exercise

 

Extension Activities / Additional Games

Movements skills associated with the game can be practised during class aerobic lessons or integrated during other PDHPE sessions.