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SMARTfit® Functional Fitness Games Fitness Drills for K-9 th Grade Rev 3.2 SMARTfit® ProTrainer and Multi-Station PE • Sports • Strength • Speed • Endurance • Balance • Cardio • Focus • Fun www.smartfit.rocks

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Page 1: SMARTfit® Functional Fitness Games Fitness Drills for K-9

SMARTfit® Functional Fitness Games

Fitness Drills for K-9th Grade

Rev 3.2 SMARTfit® ProTrainer and Multi-Station

PE • Sports • Strength • Speed • Endurance • Balance • Cardio • Focus • Fun

www.smartfit.rocks

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Page 3: SMARTfit® Functional Fitness Games Fitness Drills for K-9

Unlike other fitness equipment which may require additional insurance, SMARTfit® ProTrainer and SMARTfit® Multi-Station have been approved by the Fitness Insurance Industry for use under

general liability insurance. Please check with your insurer to confirm insurance laws in your state.

PARTICIPANTS SHOULD CONSULT A DOCTOR BEFORE STARTING ANY EXERCISE PROGRAM. The content of this workout program is made available with the understanding that SMARTfit Inc.

disclaims all responsibility for any injury incurred as a consequence of engaging in this program without first consulting a physician or otherwise qualified health care professional.

Thank You. Enjoy your new SMARTfit® system!

SMARTfit Inc.

www.smartfit.rocks

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© 2020 SMARTfit Inc. • www.smartfit.rocks 2

Table of Contents Table of Contents ............................................................................................................................... 2

Chapter 1 ........................................................................................................................................................... 5

Welcome to SMARTfit® Functional and Brain Fitness Training for K through 9th Grade Group Exercise .............................................................................................................................................. 5

Introduction ................................................................................................................................... 5

SMARTfit® System Manual ............................................................................................................ 5

Assessment .................................................................................................................................. 7

Setting Your SMARTfit® Muti-Station/ProTrainer System Game Times and Playing Distances for a Specific Concept or Skill Emphasis .............................................................................................. 7

How to Organize Your Group for a Class on SMARTfit® System .................................................... 8

SMARTfit® Conditioning for the Mind and Body: How It Works .................................................. 9

Chapter 2 ........................................................................................................................................................ 10

Getting to Know Your SMARTfit® System ........................................................................................ 10

Recommended Floor Markings: ................................................................................................... 10

Chapter 3 ........................................................................................................................................................ 11

System Settings on Your SMARTfit® System .................................................................................... 11

Setting Your SMARTfit® Multi-Station/ProTrainer To Perform as Desired .................................. 11

Game button: View in video format at: ....................................................................................... 11

Level button: ................................................................................................................................ 12

Time button: ................................................................................................................................ 12

Volume button: ............................................................................................................................ 12

Adjusting Sensitivity of the Panel to Match the Power of the Player .......................................... 13

Chapter 4 ........................................................................................................................................................ 14

Recommended Equipment for SMARTfit® System .......................................................................... 14

What Equipment NOT to use on your SMARTfit® System ........................................................... 14

Chapter 5 ........................................................................................................................................................ 15

Group Training Drills on Your SMARTfit® System ............................................................................ 15

Group Training Format ................................................................................................................. 15

Suggested Group Fitness Class Formats ...................................................................................... 15

Modes of Play............................................................................................................................... 15

Chapter 6 ........................................................................................................................................................ 17

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Lesson Plan Components for Seniors ............................................................................................... 17

Chapter 7 ........................................................................................................................................................ 18

Chart Displaying Activated Games ................................................................................................... 18

Chapter 8 ........................................................................................................................................................ 21

Run and Jump to Score!................................................................................................................ 21

Forwards/Backwards .................................................................................................................... 22

Squat Jump Warm-Up .................................................................................................................. 23

Boxing with SMARTfit Trainer ...................................................................................................... 28

CHAPTER 9 .................................................................................................................................................... 29

Throwing & Catching ........................................................................................................................ 29

Second Chance ............................................................................................................................. 29

Relay Ball ...................................................................................................................................... 30

All Kinds of Balls ............................................................................................................................ 32

Balance and Throw ....................................................................................................................... 33

Partner Beanbags ......................................................................................................................... 34

Rubber Band Hand ....................................................................................................................... 35

Team Knock the Lights Out ........................................................................................................... 36

CHAPTER 7 .................................................................................................................................................... 37

Motor Skills ....................................................................................................................................... 37

Locomotor Motion ....................................................................................................................... 37

Jump and Land .............................................................................................................................. 38

Balance and Throw ....................................................................................................................... 39

Left, Right, Both ............................................................................................................................ 40

Crossing Noodles .......................................................................................................................... 41

Vestibular Work ............................................................................................................................ 42

CHAPTER 8 .................................................................................................................................................... 43

Brain Games ..................................................................................................................................... 43

Lights Out Race ............................................................................................................................. 43

SMARTfit® Alphabet Learning and Testing ................................................................................... 44

Number Knock-Out! ..................................................................................................................... 45

Colors, Shapes, and Numbers ....................................................................................................... 46

Adding, subtracting Race .............................................................................................................. 47

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Crossing Noodles .......................................................................................................................... 48

Partner Beanbag Aim - Throw ...................................................................................................... 49

Memory Stations .......................................................................................................................... 50

‘Thinking on your Feet’ Ladders ................................................................................................... 51

CHAPTER 9 .................................................................................................................................................... 52

Fitness Components ......................................................................................................................... 52

Fitness Fun Stations ..................................................................................................................... 52

Speed Weave ............................................................................................................................... 53

Partner Beanbag .......................................................................................................................... 54

Beanbag Line Drills ....................................................................................................................... 55

SMART Trainer Sit-ups ................................................................................................................. 56

Hurdles ......................................................................................................................................... 57

Medicine Ball Sit-ups .................................................................................................................... 58

Medicine Ball Power .................................................................................................................... 59

Speed Ladder ............................................................................................................................... 60

Cardio with Noodles ..................................................................................................................... 61

Locomotor Motion ....................................................................................................................... 62

Relay Ball ...................................................................................................................................... 63

Plyometric SMART Training Station ............................................................................................. 64

Medicine Ball Run ........................................................................................................................ 65

Medicine Ball Twists..................................................................................................................... 66

Medicine Ball Throws – Left/Right ............................................................................................... 67

Plyometrics Relay ......................................................................................................................... 68

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Chapter 1

Welcome to SMARTfit® Functional and Brain Fitness Training for K through 9th Grade Group Exercise

Introduction The fundamental goal of any fitness program is to help prepare individuals for the challenges of the twenty-first century by providing the core skills and knowledge for them to be physically active as part of a healthy lifestyle. SMARTfit® Functional and Brain Fitness Training merges cognitive and fitness training with gameplay providing a fun and engaging multifunctional workout for SGT, Group X and personal training.

SMARTfit® works for all ages and abilities. Using sophisticated interactive computer technology, SMARTfit® training sessions are based on games that naturally promote fun, social interaction, and exercise in a venue that requires active participation and develops successful team play.

SMARTfit’s diverse programming is designed to make fitness and sports training more fun, engaging, challenging, and inclusive than traditional forms of training. Following are tips to assist you in understanding your SMARTfit® and making it successful in your facility.

SMARTfit® System Manual This manual is designed for use by both trainers wishing to design their own workouts and those

seeking single session classes or boot camps. To see drills in action, please view our web site on: https://www.smartfit.rocks/ If you come up with a drill that is NOT posted on the channel, please capture it via smart phone and send it to us so that we can post it. We are aiming to build a library of ideas to share with teachers and trainers from all sectors.

This manual addresses games available for the SMARTfit® Multi-Station and the SMARTfit®

ProTrainer with 9 targets per panel:

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The SMARTfit® Multi-Station is a system with 1 to 6 separated panels, each forming a separate station with its own scoreboard and 9 targets. They only operate in Training Station mode which are addressed in game series 0-99, 200- 299, 400-499, 600-699, 800-899, 1000-1099, 1200-1299, 1400-1499, and 1600-1699.

The SMARTfit® ProTrainer is a system comprised of

2 to 6 panels joined together and each incorporating 9 targets. It operates in several modes: Training Station mode where every panel can also be a Training Station (where the stations operate in competitive mode), and in Performance Trainer mode where all the joined panels operate as a single integrated target wall incorporating all of the targets. There are games for a single player/team and games for 2 competing players/teams where the scores of each team are tracked on the outside panels but game play involves alternating play similar to the way racquetball, squash, and handball are played. All games in this manual can be played on the SMARTfit® ProTrainer. Specific sports performance training games can be found in games 1800-1899 which are planned for release in late 2015.

Each drill has a specific purpose and numerous skill benefits. We suggest each drill be repeated

three times: First, to LEARN the drill and get used to working together as a team. Second, to PRACTICE to improve both individually and as a team. Third, to CHALLENGE participants to achieve their best score, and to compare their

scores with previous best scores or competitors.

Number of participants: Drills are designed to engage up to ten participants per station. Smaller groups may be

advisable to make drills faster and more challenging for those with greater ability levels. Some of the drill variations may also be used to accomplish the same.

For larger groups, we suggest fast moving relays involving running or ball throwing and catching round-the-world style. For slower moving drills such as those that require a player to spend up to twenty seconds at the station, we recommend that players toward the back of the line be involved in a simple physical activity to keep them active while still rooting for their team. Examples include running in place, jumping in place, jumping jacks, push-ups, skipping, and sit-ups.

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Assessment Please refer to our SMARTfit® fitness Assessment manual for tracking progress. It includes drills and assessment tracking sheets for each demographic group. Tracking scores over 4 weeks will supply the data to plot participants’ progress over time. http://smartfitinc.com/resources/smartfit-programming-manuals/ This is an excellent tool to show participants that they are improving. More specific on-line performance tracking will become available when our on-line assessment tracking upgrade is released.

Using the scores from specific games for specific skills, instructors will be able to evaluate the progress of skill attainment within a group. For example, instructors could use activities in any one of the Games 210-219 games at 4 minutes to record a beginning level of cardio fitness of an individual or team by having them sprint from a start line 20-30 feet from the system, to the system and back. After a month, the same individual or teams can record a second score in the same game at 4 minutes to determine how much progress has been achieved and this can be plotted on a graph.

For throwing and accuracy skills, games 1-11, 210-231 games could be played for 45 seconds, recording an initial score. After a period of time, the players would record a new score in the same game to determine how much their accuracy has improved. Be creative! People love to see their scores “up in lights” and will want to participate especially if the progress is plotted on a graph.

For cognitive training games 232-233, as well as the 600 and 800 Games suites are the best. You can add as much or as little cardio to these games as you like by altering how the games are played. Players can stand close to the system and play with just their hands, or the can do some running, hopping, jumping activity while playing. Another great way to increase the challenge is to have them stand on a Bosu or hold padded weights while they play the targets.

If competition is the goal, SMARTfit® games encourage people to compete with themselves, other groups, and even other clubs. An effective idea to incentivize play is to post weekly high scores on Facebook or other social media, along with video clips of play. The players will get an excellent workout while having fun, and posting scores promotes retention of their skills. There is no limit to how your system can be used!

Setting Your SMARTfit® Multi-Station/ProTrainer System Game Times and Playing Distances for a Specific Concept or Skill Emphasis Cardio Respiratory Longer time periods of play: 60 seconds to 240 seconds depending on the size of the group Move start line farther back: 10’ or more up to 30.' Have team relays for longer periods of time: 120 seconds to 240 seconds Have players in line to perform exercises while waiting for their turn

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Speed/Agility Shorter time periods of play: 60 seconds or less Include changes in speeds and directions when travelling to the stations: fast to slow and forward to backward, lateral to the right one direction and to the left the other Use bean bags and have players sprint up to retrieve the beanbag and sprint back to start line Move start line closer to station for quick returns and reaction times for ball games Establish multiple start lines; “suicide” drills Use speed ladders or poly spots in pathway to the stations

Skill/Accuracy Chase games using one triangle of active targets: intermediate Chase games using one active target: advanced All activities in Games: Knock the Lights Out Ball games with or without a bounce on the return Activities that deduct points for misses or hits below the line All games in the 1800 game series Activities that activate only the top or bottom lines (useful for sports training)

Core Strength Replace playground balls with a 2 lb. medicine ball Have players stand on BOSU ball or balance board to throw Have players perform sit-ups while tossing medicine ball to targets

Cognitive Chase the Target Challenge Games Counting Games Word Games Math Games Pairing Games Simon Says Games Lights Out Games - Color Chase, Number Chase, etc.

How to Organize Your Group for a Class on SMARTfit® System The workouts in this manual are designed for both individual and group trainers. For group training, it is essential to plan and organize the group quickly in order to get players into action as soon as the lesson starts. SMARTfit® Multi-Station can be used in a fitness class for up to 8 players per station. It is preferable to match groups of similar ages in the same class while maintaining a mix of skill levels on each team. Choose a team for each station available on the SMARTfit® Multi-Station. To organize teams, get the whole group to stand in a line ranging in height from shortest to the tallest. Then count off the players, depending on the number of stations. If 4 stations, count off from the front to back: 1, 2, 3, 4, 1, 2, 3, 4, and so on. Then send all the 1’s to stand at the 20’

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marker of station 1, 2’s to station 2, and so on. With this method, trainers typically end up with fairly diverse skill levels on each team. Additional Tips

The equipment list for each drill is per station. You can substitute as desired, using equipment on hand to complement the ball kit shipped with each SMARTfit® Trainer system. When more than one line is called for, position the lines with adequate distance between each line so players do NOT run into each other. We strongly recommend reading the operating instructions in Chapter 2 of this manual to familiarize yourself with the system before you begin. We have provided both individual lesson plans to create your own workouts, and complete workout programs that include lesson plans grouped for specific outcomes. All activities can be adapted for any age and any skill level.

SMARTfit® Conditioning for the Mind and Body: How It Works SMARTfit® Training is a functional training and fitness program appropriate for all ages and fitness levels. The brain and body connection is the key element that differentiates a functional training program from a general conditioning program, and SMARTfit® programs are specifically designed to stimulate the body and the brain concurrently. This is accomplished by:

• Attracting participation and engaging sustained focus with short attention-grabbing computer games, played sequentially in the pursuit of score and mastery of skills

• Providing full body exercise by stimulating the hands, feet, eyes, ears and vestibular system in playing real games with real tactile equipment (NOT simulated)

• Requiring high levels of attention and focus for success (staying consciously in-the-now)

• Engaging in cognitive decision-making under pressure • Delivering a cardiovascular workout in a game format

SMARTfit’s programming improves functional abilities (flexibility, balance, power, strength) while concurrently developing high levels of neuromuscular efficiency. This process of engaging the hands, feet, ears, and eyes develops visual-perceptual motor skills. The added element of integration of the right and left brain hemispheres has been well-documented to enhance brain plasticity as well as whole brain thinking, cognition, attention and focus for learning.

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Chapter 2

Getting to Know Your SMARTfit® Multi-Station and ProTrainer

Groups who want teamwork and fun with as much movement and participation as possible will appreciate and enjoy the SMARTfit® Trainer. Up to 8 people can play at each station with minimum wait time. Each player will be “in action” for the majority of playing time. All targets can display colors, numbers, letters, symbols, shapes and more. This is essential in games that are designed to require players to seek out individual images in order to increase cognitive demand during the game as well as to force decisions under pressure. SMARTfit® Trainer also includes optional Voice Instruction, which announces each game while scrolling through the options.

• The middle display board will show the time set for each game and will then default to the time chosen, counting down seconds as the game is played.

• The first station on the left (facing the system) is station 1. • Each SMARTfit® station will keep track of its own individual score.

Recommended Floor Markings: See video instruction http://smartfitinc.com/recommended-floor-markings/ Use of the space in front of your SMARTfit® panels can add options to your program. Many of our lesson plans include the use of speed/agility ladders, poly spots, cones, and pre-taped lines set at specific distances in front of the SMARTfit® system. We recommend taping, painting or incorporating into the existing floor the following: Ladder a minimum of 16’ long and 2’ wide, divided into 2’ squares. Center each ladder at the base of each Station. Place start lines at 5,’ 10,’ 15’ and 20.’

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Chapter 3

System Settings on Your SMARTfit® System Setting Your SMARTfit® Multi-Station/ProTrainer To Perform as Desired http://smartfitinc.com/customer-resources/getting-started-and-settings/ Power On/Off: The on/off switch is located on the Time-Display Box near the power connect cord. When powering on, the system will take 3 seconds to check that all components are working properly. Please DO NOT TOUCH it during this check or your system will display an error message. If this occurs, simply turn the system off, wait for 3 seconds, then restart.

Remote Control The remote control is your tool to select game, level, time, volume, and system settings. By pressing the indicated button you can sequentially scroll through the available choices. Your SMARTfit™ system can be programmed for a variety of functions. The option descriptions are as follows:

Game button: View in video format at: http://smartfitinc.com/customer-resources/getting-started-and-settings/

• When the Game button is pressed, it will interrupt the system from attract mode, or it will interrupt a game that is currently being played, and take the system into set-up mode. Pressing Game again will increase the game number to the next one.

• When the Game button is pressed, all stations in the system will turn on the targets to allow for game selection. This will hold for 2 seconds. If there is no input given it will set up the game ready for play. Press the Game button once after this two seconds and the system will go first to the setting mode, while another press will move the system on to the next game.

• Top Left Target (Target 1) is a toggle to turn the auto-reset feature of the system on and off. When the toggle is on it will display a green “1” and games will automatically restart after the end of a game. When off it will display a red “0.” This will require the trainer to reset each game using the remote control.

• Center Target (Target 3) is lit with the “#” symbol to indicate game number. A hit to this target will count the games up by 100’s. The system will remember the last game number played in that suite and change only by the hundreds. For instance, if one is game 112, and the center target is hit, it will change to the game last played in suite 400, 500, 600… back to 000. Upon return to the suite of 100’s it will again go to 112.

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• Lower Left target is lit with a minus (“-“) symbol. Hits to this target will decrease the game number by 1, including decreasing over game suites. If you are at game 200, pressing this button will take you to the highest game in the 100 suite.

• Lower Right target is lit with a plus (“+”) symbol. Hits to this target will increase the game number by 1.

Level button:

• When the Level button is pressed during the play of a game nothing will happen and the game will continue to play.

• When the game is set and ready to begin, a press to the Level button will change the level only when applicable.

• Level Button is used to adjust levels in the Chase the Target games to adjust the timing of the color change in the targets. Each press of the level button will increase the level by one.

• Lower Left and Right targets will light up with + and – arrows to adjust the levels up and down.

Time button:

• When the Time button is pressed during the play of a game nothing will happen and the game will continue to play.

• When the game is set and ready to begin, a press to the Time button will increase the time to the next time interval.

• When the Time button is pressed after a game has been selected the time will be shifted to the next segment of time. Also each station will light up with inputs ready as follows: • Lower Left target will be lit with a minus symbol or a down arrow.

Hits to this target will decrease time to the next lower choice. • Lower Right target will be lit with a plus symbol or an up arrow.

Hits to this target will increase time to the next higher choice.

Volume button:

• When the Volume button is pressed during the play of a game, the volume on the station speakers will change, increasing by one setting for every push.

• When the Volume button is pressed during the set-up of games, the station will light up for 3 seconds with the commands described below, and will look for a response from the targets to determine if any settings are to be adjusted:

• Top Left Target – will be lit as a green “1” to indicate that the voice instruction is on, or a red “0” to indicate that it is off. Hits to this target will toggle voice instruction on and off.

• Top Right Target will be lit as a green “1” ” to indicate that the Attract Mode is on, or a red “0” to indicate that the Attract Mode is off. Hits to this target will toggle Attract Mode on and off.

• Center Target will be lit with a sound symbol. Hits to this target will automatically set all system speakers to mute.

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• Middle Left Target will be lit with a minus symbol or a down arrow. Hits to this target will decrease the volume on the system speakers by one level.

• Middle Right Target will be lit with a plus symbol or an up arrow. Hits to this target will increase the volume on the system speakers by one level.

• Lower Left Target will be lit with a minus symbol or a down arrow. Hits to this target will decrease the volume on the station speakers by one level.

• Lower Right Target will be lit with a plus symbol or an up arrow. Hits to this target will increase the volume on all of the station speakers by one level.

Adjusting Sensitivity of the Panel to Match the Power of the Player The sensitivity of the sensors in your SMARTfit® Multi-Station/ProTrainer will determine whether your strike will be registered in the game and will need to be adjusted for different uses. Training with a medicine ball will require less sensitivity than using hands or a noodle. The same applies to different populations i.e. training an adult will require less sensitivity than training a senior or a toddler. If you find that the sensitivity needs to be adjusted for your desired use, refer to directions below: 1. Press the Game (Red) button to put the systems into set-up mode. 2. Press the Level (Yellow) button to access the sensitivity adjustment mode. 3. The “-” and “+“symbols will appear on the bottom two targets. (The top two targets are for

adjusting levels in some of the games) 4. The range is 1-5 and the recommended default setting is 3. Medicine balls and weights

should be 1 or 2, playground balls 3, and hands and noodles should be 4 or 5 depending on how hard the person hits.

5. The “+” sign will adjust your sensitivity for higher impact games and the “-” sign will adjust your sensitivity for lower impact/touch games.

6. Choose your desired sensitivity level by tapping the "+" or "-" until it is reached. 7. After a 2 second pause the system will save the setting and the game will start. Use the list below for as a guide on where to select the best sensitivity: For low impact: a noodle, or a light touch start with “5”. For medium impact: a playground balls or firm touch, start with “3”. For high impact: a medicine ball, or air-filled sports balls start with “1”. For Advanced Training where greater precision is required, decrease the sensitivity level to 1.

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Chapter 4

Recommended Equipment for SMARTfit® System Your SMARTfit® system is tough, durable and designed to take a beating. However, because it is a computer, the following equipment list will be helpful in preserving its longevity. Following is the recommended equipment list:

• Air-filled regulation athletic balls (tennis, basketball, football, volleyball, soccer, etc.) • Rubber practice baseballs, softballs, lacrosse, cricket or T-Balls (need to bounce). • PassBack Footballs • Playground balls of all diameters • Beanbags or dead balls for single directional

play • Swim Noodles or foam bats for striking the

targets • 2 lb. or 1 kilo medicine ball (maximum weight) • BOSU balls or other balance devices for standing, sitting or lying • Implements for striking the balls (hockey sticks, paddles, padded bats, rackets, etc.) • Cones to provide barriers or direction • Single handled hand weights • Padded 2, 5, or ten-pound hand weights (protect the panel from developing strike marks)

The following equipment is supplied with your system when it is purchased. See spec sheets for quantity details.

• 7” yellow playground balls • 2 lb. medicine ball • Beanbag set • Foam noodles

What Equipment NOT to use on your SMARTfit® System • Regulation baseball. It will NOT return properly because there is no bounce. Over time it

will damage the electronic connectors. • Regulation lacrosse balls. Over time they may scuff the stations and damage the electronics. • Regulation cricket balls. • 3 pounds and greater medicine balls for throwing at the system. (Okay to use a heavier

medicine ball to touch the targets while holding the medicine ball with hands). • Any hard solid plastic implement such as a stick or bat for hitting targets.

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Chapter 5

Group Training Drills on Your SMARTfit® System Group Training Format Group classes run 20 to 50 minutes in length depending on the number of repetitions applied to each exercise. Each station can accommodate up to 8 participants of all ages and skill levels.

Suggested Group Fitness Class Formats Warm-up: The Warm-Up should run for 5 minutes within a 50-minute program. The main

objective of the warm-up is to loosen the muscles and prepare the participants for some fast-paced movement. A good warm-up will prepare individuals for instruction, reduce the chance of injury, and set a fun mood for SMARTfit® Training.

Skill: The Skill Development section should run for about 10 minutes within a 50-minute program. The main focus here is the connection between the brain and body. Categories include speed, agility, balance, hand-eye coordination, and reaction time. Skill development transfers into the successful completion of life’s every day activities.

Cardio: The Cardio Respiratory Endurance section should run for about 15 minutes within a 50-minute program. The main focus is cardio endurance, stamina, and calorie expenditure.

Core: The Core section should run for about 5 minutes within a 50-minute program. The main focus is on strengthening the torso with sit-ups, overhead passes, etc.

Speed and Agility: The Speed and Agility section should run for about 10 minutes within a 50-minute program. The main focus is hand-eye speed and navigating agility using ladders or dots with hopping, side steps, and bending.

Cool-Down: The cool-down should last 5 to 10 minutes within a 50-minute program. This allows the participants to bring their heartbeat nearer to resting level. For this section use brain games such as Pairing, Math, or Word games which involve more thinking and less movement.

Modes of Play There are five ways to run drills on the SMARTfit® system: Individual: First player plays the entire game to time completion. Next player in line begins a new game with a new time.

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Partners: Two players are partners and play the game together, to time completion. Next pair of players steps up to start new game with a new time. Team: First player plays a turn, retrieves ball, returns to the start line and hands/passes the ball to the next player in line. Around-the-World: First player takes a turn and peels off to the end of the line. The next player in line plays off of the first player’s throw and peels off to the end of the line. Snake: Entire class stands in front of station 1 on the left at a starting line distance of 12’, 20’, or 30’ from the system. Each player runs in turn to station 1, performs a task and runs back to the starting line in front of the center station, turning towards the system in front of station 2 on the right. Each player then runs in turn to station 2, performs a task, and peels off to the right, returning to the starting line in front of station 1 and repeating the task at station 1.

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Chapter 6

Lesson Plan Components

The following template will help you to design your own SMARTfit Training Program. Fill in the blanks on this template with activities from different games and exercises. Choose your equipment and time based upon what the objective will be for that training period. The possibilities are endless! Refer to the rest of this manual for examples of how to design lesson plans for your system.

TEMPLATE — DESIGN YOUR OWN CLASS

WARM-UP:

Equipment____________ Game_____ Start Line_____ Level___________ Seconds________ • •

BRAIN: Equipment____________ Game_____ Start Line_____ Level___________ Seconds________ • •

SKILL: Equipment____________ Game_____ Start Line_____ Level___________ Seconds________ • •

CORE: Equipment____________ Game_____ Start Line_____ Level___________ Seconds________ •

• COOL-DOWN: Equipment____________ Game_____ Start Line_____ Level___________ Seconds________ •

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Chapter 7

Chart Displaying Activated Games

# RALLYWALL “Zones” 1 Rallywall Zones – All Targets - 5 points for each hit to the lit targets 2 Rallywall Zones – Upper 3 rows - 5 points for each hit to the lit targets 3 Rallywall Zones – Upper 3 rows with penalty - Penalty for hitting outside lit region 4 Rallywall Zones - Lower 4 rows - 5 points for each hit to the lit targets 5 Rallywall Zones - Lower 4 rows with penalty - Penalty for hitting outside lit region 6 Rallywall Zones – Top row – 5 points for each hit to the lit targets 7 Rallywall Zones – Top row with penalty - Penalty for hitting outside the lit region 8 Rallywall Zones – Bottom row – 5 points for each hit to the lit targets 9 Rallywall Zones – Bottom row with penalty – Penalty for hitting outside the lit region

10 Rallywall Zones – Middle 3 rows – 5 points for each hit to the lit targets 11 Rallywall Zones – Middle 3 rows - Penalty for hitting outside the lit region # RALLYWALL “Zones” – SMARTfit ProTrainer only (Multi-panel games)

101 Rallywall Zones – All Targets - 5 points for each hit to the lit targets 102 Rallywall Zones – Upper 3 rows - 5 points for each hit to the lit targets 103 Rallywall Zones – Upper 3 rows with penalty - Penalty for hitting outside lit region 104 Rallywall Zones - Lower 4 rows - 5 points for each hit to the lit targets 105 Rallywall Zones - Lower 4 rows with penalty - Penalty for hitting outside lit region 106 Rallywall Zones – Top row – 5 points for each hit to the lit targets 107 Rallywall Zones – Top row with penalty - Penalty for hitting outside the lit region 108 Rallywall Zones – Bottom row – 5 points for each hit to the lit targets 109 Rallywall Zones – Bottom row with penalty – Penalty for hitting outside the lit region 110 Rallywall Zones – Middle 3 rows – 5 points for each hit to the lit targets 111 Rallywall Zones – Middle 3 rows - Penalty for hitting outside the lit region

CHASE THE TARGET - Multi-station systems Note Games 201 – 207 are for multi-station systems and operate as a single game with 1 score.

Target score value is as follows for all Chase the Target Games: 10-Blue, 8-Green, 6-yellow, 4-White, 2-Red

201 Chase the Station – (all targets) chase the lit area across each station 202 Chase the Station – (upper 3 rows) chase the lit area across each station 203 Chase the Station – (lower 4 rows) chase the lit area across each station 204 Chase the Station – (top row) chase the lit area across each station 205 Chase the Station – (bottom row) chase the lit area across each station 206 Chase the Station – (lower 2 rows) chase the lit area across each station 207 Chase the Station – (center target only) chase the lit area across each station

CHASE THE TARGET

Target score value is as follows for all Chase the Target Games: 10-Blue, 8-Green, 6-yellow, 4-White, 2-Red

216 Chase the Single Target – (middle 3 rows) chase the lit target 217 Chase the Single Target – (middle 3 rows) chase the lit target as it goes from A to Z 218 Chase the Single Target – (middle 3 rows) chase the lit target as it counts from 0 to 19 219 Chase the Single Target – (all targets) chase the lit target

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220 Chase the Single Target – (top row) chasse the lit target 221 Chase the Single Target – (bottom row) chase the lit target 222 Chase the Single Target – (lower 2 rows) chase the lit target 223 Chase the Single Target – (lower 4 rows) chase the lit target 224 Chase the Single Target – (upper 3 rows) chase the lit target 225 Chase the Single Number – (all targets) chase the lit target as it counts from 0 to 19 226 Chase the Single Number – (lower 4 rows) chase the lit target as it counts from 0 to 19 227 Chase the Single Number, by 2 – (all rows) chase the lit target as it counts by 2’s 228 Chase the Single Number, by 3 – (all rows) chase the lit target as it counts by 3’s 229 Chase the Single Letter – (all rows) chase the lit target as it goes from A to Z 230 Chase the Single Letter – (lower 4 rows) chase the lit target as it goes from A to Z 231 Chase the Single Letter – (upper 3 rows) chase the lit target as it goes from A to Z

232 Chase the Single Target – (all targets) Left, Right and Both, Use correct hand or both to chase the lights on the system. L will be on right side and R will be on Left side so player is to cross arms to play.

233 Chase the Single Target – (all targets) Left, Right and Both, Use correct hand or both to chase the lights on the system. L, R and B will light up randomly around the wall.

CHASE THE TARGET – SMARTfit™ ProTrainer only (Multi-panel Games)

Target score value is as follows for all Chase the Target Games: 10-Blue, 8-Green, 6-yellow, 4-White, 2-Red

301 Chase the Panel – (all targets) chase the lit area across each panel. 302 Chase the Panel – (upper 3 rows) chase the lit area across each panel. 303 Chase the Panel – (lower 4 rows) chase the lit area across each panel. 304 Chase the Panel – (top row) chase the lit area across each panel. 305 Chase the Panel – (bottom row) chase the lit area across each panel. 306 Chase the Panel – (lower 2 rows) chase the lit area across each panel. 307 Chase the Panel – (center target only) chase the lit area across each panel.

LIGHTS OUT 600 Lights Out – Race - (all targets) – Knock out all lights, 1st player to complete ends game. 601 Lights Out – Race - (lower 4 rows) – Knock out all the lights, 1st player to complete ends game 602 Lights Out – Race - (all targets) – Knock out all the lights, game ends when all stations are done. 603 Lights Out – Race - (lower 4 rows) – Knock out all the lights, game ends when all stations are done. 604 Lights Out – Race - (upper 3 rows) – Knock out all the lights, game ends when all stations are done.

605 Lights Out Keep 3 On – Timed Game (all targets) – Knock out all the lights and then continue to chase 3 targets.

606 Lights Out Keep 3 On – Timed Game (lower 4 rows) – Knock out the targets then continue to chase 3 targets.

607 Lights Out Keep 3 On – Timed Game (upper 3 rows) – Knock out the targets then continue to chase 3 targets.

608 Track the Number - Race – (all targets) – Track the correct number 0 to 19 and back to 0 609 Track the Number - Race – (lower 4 row) – Track the correct number 0 to 19 and back to 0 610 Track the Number - Race – (all targets) – Track the correct number 19 to 0 611 Track the Number – Timed Game (lower 4 rows) – Track the correct number 0 to 19 and back to 0. 612 Track the Number – Timed Game (all targets) – Track the correct number 0 to 19 and back to 0. 613 Track the Number, X 2 – Timed Game (all targets) – Track the correct number counting by 2’s. 614 Track the Number, X 3 – Timed Game (all targets) – Track the correct number counting by 3’s. 618 Track the Letter – Timed Game (all targets) – Track the alphabet, A to Z and back. 619 Track the Letter – Timed Game (lower 4 rows) – Track the alphabet, A to Z and back. 620 Track the Letter - Timed Game (middle 3 rows) - Track the alphabet, A to Z and back. 621 Track the Color – Timed Game (all targets) – Track the color on center target at start.

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622 Track the Color – Timed Game (lower 4 rows) – Track the color on center target at start. 623 Track the Color – Timed Game (middle 3 rows) – Track the color on center target at start. 624 Track the Smiley Face – Timed Game (all targets) – Track the smiley face until time runs out. 625 Track the Smiley Face – Timed Game (lower 4 rows) – Track the smiley face until time runs out. 626 Track the Smiley Face – Timed Game (middle 3 rows) – Track the smiley face until time runs out.

LIGHTS OUT - SMARTfit™ ProTrainer only (Multi-panel Games) 700 Lights Out – Race - (all targets) – Knock out all lights on system in the shortest amount of time.

701 Lights Out – Race – (lower 4 rows) – Knock out all the lights on the system in the shortest amount of time.

702 Lights Out – Race – (upper 3 rows) – Knock out all the lights on the system in the shortest amount of time.

703 Lights Out – Race – (lower 2 rows) – Knock out all the lights on the system in the shortest amount of time.

PAIRING, MEMORY AND SEQUENCING – Find the pairs or sequence 800 Pairing - Color (timed game) Find color pairs in the time set. System refresh each time. 802 Pairing - Numbers (timed) - Find number pairs in the time set. System refresh each time 805 Pairing - ABC (timed) - Find Alpha pairs in the time set. System refresh each time 808 Pairing - Shapes (timed) - Find shape pairs in the time set. System refresh each time 810 Pairing - Dice (timed) – Find dice pairs in the time set. System refresh each time 812 Pairing - Symbols (timed) - Find symbol pairs in the time set. System refresh each time 814 Pairing – Pictures (timed) - Find picture pairs in the time set. System refresh each time

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Chapter 8

Warm-Up & Cool-Down

Run and Jump to Score! Objective: Students will warm up their bodies and minds while having fun.

SMARTfit Key:

. SMARTfit Team relays encourage cooperative participation and peer coaching skills.

. SMARTfit activities challenge the brain/body to work under pressure which can improve decision making skills. Equipment: SMARTfit Multi-Station

Game - Level - Time: Game 1 - Level 1 - Time 60 seconds Recommended Sensitivity: 5

Organization: Divide students into equal groups in front of SMARTfit Stations. Players start on the 20’ line.

“We are going to wake up your brain and your body with a fun relay race between your teams.”

Activity: Students start on the 20’ line. First in line run up to the Station and hits the station anywhere with a hand to score 5 points. First student then runs back to the start-line and touches the next player in line and they start up to the Station. Players can use their hands, feet, and body to score the 5 points on the station. Encourage students to use a different movement (running, hopping, side-step, backwards) each time they run up to the station.

Activity Variation: Teacher calls out a movement or body part to use while the relay is in progress to add listening skills to the game.

“By raising your heart rate you fed your brain needed oxygen and nutrients while also warming up your muscles for more activities.”

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Forwards/Backwards

Objective: Use as a cool down after vigorous activity.

SMART Trainer Link:

. Jogging to and from the stations is a fun way to cool down our bodies.

. Striking targets with a noodle within a team relay encourages cooperative participation and peer coaching skills. Equipment: SMARTfit Multi-Station or ProTrainer

Game - Level - Time: Game 220 - Level 4 - Time 120 seconds Recommended Sensitivity: 5

Organization: Divide players into equal and diverse groups in front of SMARTfit Stations. Players start on the 20’ line.

“We always need to warm-up our body before exercise and cool-down our body after exercise. Let’s have a fun cool-down.”

Activity: First player jogs up to the station and knocks out selected target. Player then shuffles BACKWARD to the start-line and next player begins. Play continues until time is up. Stress the fact that this is a cool-down and not a race.

Activity Variation: Place a noodle at the base of each station. Players must pick up the noodle and hit the target, then place it back down before shuffling backwards to start-line.

“Has your heart rate leveled out? Make sure you drink lots of water after exercise and this will assist your body to cool-down. Let’s have a fun cool-down.”

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Memory Numbers! Objective: Students will warm up their bodies and minds while training their memory.

SMARTfit Key:

• SMARTfit Team relays encourage cooperative participation and peer coaching skills.

• SMARTfit activities challenge the brain/body to work under pressure which can improve decision making skills and memory. Equipment: SMARTfit Multi-Station

Game - Level - Time: Game 803 - Level 1 - Time 240 seconds Recommended Sensitivity: 5

Organization: Divide students into equal groups in front of SMARTfit Stations. Players start on the 20’ line.

“We are going to wake up your brain and your body with a fun relay race between your teams.”

• Activity: Students start on the 20’ line. First in line run up to the Station and strikes any 2 unlit targets to turn them on and see their numbers. If they match, earn 100 points and tries again, if not, lose 1 point. Team remembers the numbers and locations and returns noodle to the next player in line. The next player strikes 2 different targets seeking a match. If successful, try again, if not return noodle to next player. Continue until time expires. • Activity Variation: Teacher calls out a movement or body part to use while the relay is in progress to add listening skills to the game. “By raising your heart rate you fed your brain needed oxygen and nutrients while also warming up your muscles for more activities.”

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Memory Colors! Objective: Students will warm up their bodies and minds while training their memory.

SMARTfit Key:

• SMARTfit Team relays encourage cooperative participation and peer coaching skills.

• SMARTfit activities challenge the brain/body to work under pressure which can improve decision making skills and memory. Equipment: SMARTfit Multi-Station

Game - Level - Time: Game 803 - Level 1 - Time 240 seconds Recommended Sensitivity: 5

Organization: Divide students into equal groups in front of SMARTfit Stations. Players start on the 20’ line.

“We are going to wake up your brain and your body with a fun relay race between your teams.”

• Activity: First in line run up to the Station and strikes any 2 unlit targets to turn them on and see their colors. If they match, earn 100 points and tries again, if not, lose 1 point. Team remembers the numbers and locations and returns noodle to the next player in line. The next player strikes 2 different targets seeking a match. If successful, try again, if not return noodle to next player. Continue until time expires. • Activity Variation: Teacher calls out a movement or body part to use while the relay is in progress to add listening skills to the game.

“By raising your heart rate you fed your brain needed oxygen and nutrients while also warming up your muscles for more activities.”

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Tracking Smiley! Objective: Students will warm up their bodies and minds while training their memory.

SMARTfit Key:

• SMARTfit Team relays encourage cooperative participation and peer coaching skills.

• SMARTfit activities challenge the brain/body to work under pressure which can improve decision making skills and memory. Equipment: SMARTfit Multi-Station

Game - Level - Time: Game 625 - Level 1 - Time 240 seconds Recommended Sensitivity: 5

Organization: Divide students into equal groups in front of SMARTfit Stations. Players start on the 20’ line.

“We are going to wake up your brain and your body with a fun relay race between your teams.”

Activity: First Player stands with noodle in front of station. Player strikes the lighted target to start tracking smiley. Player strikes the next smiley and returns noodle to the next player in line. The rest of the team helps the player to identify the color of the next and where to find it. Continue until time expires. Activity Variation: Teacher calls out a movement or body part to use while the relay is in progress to add listening skills to the game.

“By raising your heart rate you fed your brain needed oxygen and nutrients while also warming up and exercising your visual tracking skills.”

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Tracking the Letters! Objective: Students will warm up their bodies and minds while training their recognition of the alphabet.

SMARTfit Key:

• SMARTfit Team relays encourage cooperative participation and peer coaching skills.

• SMARTfit activities challenge the brain/body to work under pressure which can improve decision making skills and memory. Equipment: SMARTfit Multi-Station

Game - Level - Time: Game 619 - Level 1 - Time 240 seconds Recommended Sensitivity: 5

Organization: Divide students into equal groups in front of SMARTfit Stations. Players start on the 20’ line.

“We are going to wake up your brain and your body with a fun relay race between your teams.”

Activity: First Player stands with noodle in front of station. Player strikes the lighted target to start the alphabet and calls out A, then strikes the next letter B and returns noodle to the next player in line. The rest of the team helps the player to remember what letter is next and where to find it. Continue until time expires Activity Variation: Teacher calls out a movement or body part to use while the relay is in progress to add listening skills to the game.

“By raising your heart rate you fed your brain needed oxygen and nutrients while also warming up and exercising your vision.”

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Squat Jump Warm-Up

Objective: Warming up leg muscles in anticipation for vigorous activity.

SMART Trainer Link:

. SMARTfit activities provides a fun way to warm-up and cool-down.

. SMARTfit Team activities engage our social brain which is important for daily life skills. Equipment: SMARTfit Multi-Station or ProTrainer

Game - Level - Time: Game 6 - Time 60 seconds Recommended Sensitivity: 5

Organization: Divide players into equal and diverse groups in front of the Stations. Players start on the 20’ line or further.

“We always need to warm our large muscle groups up before any vigorous activity such as a basketball game. This is a fun way to get our blood moving to those leg muscles. Let’s practice the way we land - if we squat as we land, we can prevent injury.”

Activity: First player runs up to the station and stops with a two-footed hop, planting both feet firmly. Player then squat-jumps as high as possible and hits the station for a point. Player lands firmly on two feet, turns to the left or right and runs back to the start-line. Next player begins when first player is across the start-line. Play continues until time expires.

Activity Variation: Have players take off with different styles such as one-foot, with a spin, or off of a double hop.

“Our leg muscles should be full of blood now and ready to do some serious work. Exercise also warms up our brains and prepares us to make decisions within a game.”

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Boxing with SMARTfit Trainer Objective: Punch at random, moving targets with boxing gloves to score points.

SMARTfit Link:

• Searching for random targets on the SMARTfit Stations improves the “speed of recognition” ability.

• Punching at targets on the SMART Training Station is an excellent stress reliever that will carry over into the classrooms throughout the day.

Equipment: Light boxing gloves or speed bag gloves

Game - Level - Time: Game 216 - Level 2 - Time 30 to 45 seconds Recommended Sensitivity: 5

Organization: Divide students into equal and diverse groups in front of each Station which will have one pair of boxing gloves available.

“We are going to relieve some stress today! Are you ready to “punch” some targets? Let’s see how fast you can find the moving targets.”

Activity: Player 1 steps Station and puts on the boxing gloves. Player starts by punching a lighted target with one hand then punching another target with the other. Player continues alternating hands to targets until time expires.

Activity Variation: Set to Game 620, player punches targets while seeking and tracking the alphabet.

“That was a positive way to take out some stress. We have to remember to take time out during our day to let off some of our stress and anxiety. The SMARTfit Trainer is a great way to do that!”

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CHAPTER 9

Throwing & Catching

Second Chance

Objective: Throwing for accuracy in a competitive activity while keeping good sportsmanlike conduct.

SMARTfit Link:

. Seeking specific targets on a SMARTfit Station helps the eyes with long distance vision.

. SMARTfit Trainer Station activities provide the students with points for successful actions which motivate them to continue exercising and participating. Equipment: Beanbag for each player

Game - Level - Time: Game 219 - Level 2- Time 180 to 240 seconds Recommended Sensitivity: 5

Organization: Divide students into equal and diverse groups at the 10’ line in front of each Station. Each student has a beanbag in hand.

“This game involves some competition. Sometimes it is good to challenge your abilities against another person. Remember your good sportsmanship and values!”

Activity: Player 1 steps up to the throw line and throws the beanbag at the chosen target to knock it out. If the player hits the target retrieve the beanbag, pass it to the next person and go to the back of the line. If the player misses the target retrieve the beanbag, return to the throw line and try again. Meanwhile the next player in line has the opportunity to hit the target out before the first player does. Play continues until time expires.

“Did we all practice good sportsmanship? When aimed at targets and challenged our accuracy skills. How did you all do?”

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Relay Ball Objective: Throw a ball with proper overhand technique to a target.

SMART Trainer Link:

. SMARTfit training activities will develop basic sport skills and concepts.

. SMART training activities “equal the playing field” so that students of all ages and abilities can participate. Equipment: Playground balls or beanbags

Game - Level - Time: Game 2 - Level 3- Time 120 seconds Recommended Sensitivity: 5

Organization: Divide students into equal and diverse groups in front of each Station, one ball for each station.

“Playing as a group exercises our social skills while we exercise our bodies. Let’s see how well we can work together as a team!”

Activity: Player 1 steps up to the 12’ throw line and overhand throws the ball to strike the upper lit section of the station. The players catch their own rebounds and hand ball to the next player in line. The next player overhand throws to a lit targets and catches the rebound. Play continues until time expires. If a player misses the rebound, it must be retrieved by the same player.

Activity Variation: Set to Game 2 - Level 3 - Recommended Sensitivity 3, have the activity play as an “around the world” game. When first player throws the ball from 12’ line, player peels off to the side and the next player in line catches the first player’s rebound.

“By throwing, aiming, working cooperatively, increasing your heart rate, and having fun your brain is now ready to learn better!”

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Knock the Lights Out

Objective: Demonstrate both speed and accuracy using a mature overhand throw pattern.

SMARTfit Link:

• Throwing and catching to targets on a SMARTfit Station provides a fun and motivating way to practice basic throwing skills.

• Seeking specific targets on a SMARTfit Station helps the eyes with long distance vision. Equipment: Playground balls or beanbags

Game - Level - Time: Game 602 - Level 3- Time 30 seconds Recommended Sensitivity: 5

Organization: Divide students into equal and diverse groups in front of each Station.

“Challenge, feedback and physical activity enrich the brain. The brain seeks and enjoys patterns.”

Activity: Player 1 steps up to the throw line and Player 2 follows as a line judge. Player 1 throws/catches the ball and knocks out the lighted targets as quickly as possible. Player 2 is the line judge and makes sure Player 1 stays behind the throw line on each throw. Focus on getting as many points as possible within the time limit. Player 2 is responsible for keeping the game fair and making sure the throwers are following the rules. Game ends when the first team knocks out all their targets.

Activity Variation: Set to Game 606 - recommended sensitivity 3, time to 60 seconds, and play as a team relay. Introduce cardio work into this activity by using beanbags instead of air-filled balls. Players must run up and retrieve the beanbag each time they throw to the panel.

“Sometimes things that feel hard at first become easier with practice and encouragement. Did you feel like it was easier to throw the second time around?

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All Kinds of Balls

Objective: Throwing and catching balls of different size, shape, and texture.

SMARTfit Link:

• The process of throwing a ball with specific aim improves concentration skills.

• Throwing a ball to a target and then catching it improves agility and reaction time. Equipment: Plastic bucket to hold balls, playground balls of different sizes/textures, beanbags, sport balls

Game - Level - Time: Game 620 or 623 - Level 1 - Time 30 seconds Recommended Sensitivity: 3

Organization: Divide students into equal and diverse groups at each Station. Have one bucket of various balls at each station. Start at the 12’ line.

“Throwing and aiming turns on the problem solving area of the brain. We are going to throw all different kinds of balls at a group of targets to help turn our problem-solver on in our brains!”

Activity: This is a single player activity. First player steps up and waits for the go signal. Player reaches into the bucket, grabs a ball, takes time to set up in proper throwing position, and throws the ball to the lighted group of targets. Player can choose how to throw the ball (i.e.: overhand, underhand, two-hands). Player catches or retrieves the ball and places it back into the bucket. Player reaches for next ball and throws. Next player steps up to 12’ line and repeats the activity when the time starts.

Activity Variation: Players can retrieve balls and place them in a second, separate bucket and can throw until all balls have been used or all the targets are out. Use game 600 and aim at single targets (advanced).

“Aiming at targets helps us to use our problem solving brain. That was fun to throw so many different types of balls in different ways.”

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Balance and Throw

Objective: Maintain balance in both static and dynamic positions.

SMARTfit Link:

• Throwing a beanbag at targets on the Station while balancing on an unstable object improves balance.

• SMARTfit activities require the student to manage the body in space which increases balance and exercises the vestibular system.

Equipment: Swedish ball (large balance ball), beanbags

Game - Level - Time: Game 220 - Level 3 - Time 30 seconds Recommended Sensitivity: 5

Organization: Place one partner team, one balance ball, and one beanbag in front of each Station. Start-line is the 12’ line.

“Practicing good balance control wakes up your senses for better brain skills. We are going to balance and throw at the same time so we really have to use our brains to accomplish this task!”

Activity: First player sits on the balance ball with one beanbag in hand. Player throws the beanbag at selected target to score points. Partner will retrieve beanbag and hand it back to thrower. Play continues until time expires, then players switch places. Concentrate on keeping good balance while keeping eyes on the target.

Activity Variation: Set to Game 232, player balances on ball with beanbag in hand. Player throws the beanbag to targets on left side using right hand, then throws to targets on the right side using the left hand. Use both hands to throw at the center target. Encourage players to follow through by rotating body left when throwing with right hand, and rotate body right when throwing with the left hand.

“That was very good balance. When we practice controlling our bodies in space, it can help us with our reading skills in the classrooms. It also develops our core strength muscles.”

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Partner Beanbags Objective: To increase heart rate by throwing and retrieving beanbags at numbers.

SMARTfit Link:

• Throwing/retrieving beanbags increases your heart rate and improves your aerobic endurance.

• Listening for a specific number while moving and throwing works on your coordination. Equipment: Two beanbags for each station.

Game - Level - Time: Game 612 - Time 60 seconds Recommended Sensitivity: 5

Organization: Have players choose a partner and group them in pairs in front of the Stations. Two beanbags per Station. Players start on the 12’ line.

“We are going to throw beanbags at the SMARTfit Stations and run up to retrieve them. We are also going to work on our observation skills when we look for specific targets.”

Activity: Partners begin with two beanbags. Player 1 calls out the number 0 and 1 and Player 2 will pick up the beanbag and throw to the selected targets. The thrower runs up to retrieve the beanbags and hands them to Player 2. Now Player 1 calls out the next two numbers 3 and 4 and Player 2 throws at the selected targets. Play continues back and forth until time expires. The targets will either extinguish and score points, or come on and deduct points. The key is to focus on tracking the numbers sequentially until time expires.

Activity Variation: Have players choose only lit targets and go for high score.

“Are your heart rates up? We improved our listening and tracking skills and our aerobic endurance at the same time!”

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Rubber Band Hand Objective: Beginning throwing and catching skills for young players.

SMART Trainer Link:

• SMARTfit activities assist in developing basic sport skills.

• SMARTfit allow the less skilled students to receive encouragement from their teammates and motivates them to continue improving their skills.

Equipment: Beanbags, multi-colored rubber bands/hair bands

Game - Level - Time: Game 1 - Time 20 to 30 seconds Recommended Sensitivity: 5

Organization: Divide students into equal and diverse groups at the 10’ line in front of each Station, one beanbag for each Station. Ask students to raise the hand that they eat or write with. Place a rubber band on that hand and tell them it is the hand they will use to throw. You can use four different colors of bands and the students with the same colors can line up at the directed station.

“We are going to practice our throwing skills. We made it easy to remember what hand to use with the rubber band.”

Activity: Player 1 steps up to the throw line and picks up the beanbag with the “rubber band hand.” Players throw the beanbag anywhere on the station to score 5 points. Player runs up and retrieves the beanbag and returns to the throw line for another throw. Play continues until time is expired. Player then sets the beanbags down on the start-line for the next player and goes to the back of the line.

Activity Variation: Play this activity as a relay with the first player throwing and retrieving beanbag then handing it to the next in line. You can also teach opposites with this activity by placing a piece of tape on the opposite foot from the rubber band hand. This also helps the students know which foot to place in front. Try changing the rubber band to the non-dominant hand and see how the students do!

“That was great throwing practice and you can use your throwing skills on the playground and at home with your family. Good Job!”

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Team Knock the Lights Out Objective: Work as a team to accomplish a common goal.

SMARTfit Link:

• SMARTfit activities encourage peer-coaching while the team is working toward a common goal.

• SMARTfit activities “equal the playing field” so that students of all ages and abilities can participate.”

Equipment: Beanbags

Game - Level - Time: Game 601 - Level 2- Time 60 seconds Recommended Sensitivity: 5

Organization: Divide students into equal and diverse groups in front of Stations. Have each group form 2 lines at the start-line, one right next to the other. Two beanbags at each Station.

“We are going to work as a team to knock the lights out. We will be successful when each Station has each and every light knocked out.”

Activity: The first two players in line will hold a beanbag. On ‘Go’, the players throw the beanbag to a selected target on their Station to score 5 points. Players then run up to and retrieve the beanbag and hand it to the next player in line regardless of whether it was a successful hit or not. Play continues until every target on each Station is knocked out. When each group finishes their targets, they can sit down in line and cheer the other groups on.

Activity Variation: Play this activity in pairs. Have only two players at each Station and they continue to throw and retrieve the beanbags until all the targets are knocked out.

“Did we all practice good sportsmanship? We work in teams frequently during our day and this was just one example of teamwork.”

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CHAPTER 7

Motor Skills Locomotor Motion Objective: Travel to SMARTfit Stations using different locomotor movements and score points using various equipment.

SMARTfit Link:

• SMARTfit Stations provide students with instant points for successful actions which motivates them to continue moving and learning.

• Moving up to and then away from the SMARTfit Trainer increases heart rate and improves cardio endurance.

Equipment: Playground balls, beanbags, noodles

Game - Level - Time: Game 1 - Time 120 seconds Recommended Sensitivity: 4

Organization: Divide students into equal and diverse groups in front of each Station.

“We need to warm up our bodies and brains before physical activity. We are going to be creative and see how many different ways we can move our bodies.”

Activity: Teacher calls out a locomotor movement and the first player moves to the station using the specified movement (running, walking, skipping, gliding, hopping, crawling, etc.). Players can choose a piece of equipment to carry with them to score the points, or use just their hands, feet, or body. First player returns to start and touches the next player’s hand and teacher can call out a new movement. Play continues until time expires.

Activity Variation: Players choose their own locomotor movement and the team must guess what that movement is and shout it out. Players can also move in partners or as a whole group.

“That felt good to move our bodies in different ways. Let’s check our heart rates to see if they have increased.”

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Jump and Land Objective: Jump and land in relation to obstacles.

SMARTfit Link:

• SMARTfit activities involve whole body movement and can improve motor coordination.

• Seeking specific targets on the station helps our eyes with long distance vision. Equipment: Cones, low hurdles, noodles, poly spots

Game - Time: Game 3 - Time 120 seconds Recommended Sensitivity: 3

Organization: Divide students into equal groups in front of each station. Place poly spots, cones, tires, or any obstacle in front of each station to make a simple course. Students are to jump in, on and over the objects on their way to the station. Place one noodle at the base of each station. Players start on the 20’ line.

“We are going to jump on things and over things up to your station so you can find the target and strike it for some points. We need to concentrate on our jumping and also watch the station to see where the target is.”

Activity: Players must jump over and on obstacles on the way to reaching the panel. Encourage the students to take off with two feet and land on two feet. When they reach the station, they pick up the noodle, locate the lighted block of targets and strike one for points. Player places the noodle down in front of the station and returns to the start by jumping and landing through the obstacle course. Next player starts when hand is touched by the previous player.

“What things did we have to jump on? What did we have to jump over? Jumping is a fun way to move our body in space.”

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Balance and Throw Objective: Maintain balance in both static and dynamic positions.

SMARTfit Link:

• Throwing a beanbag at random, moving targets while balancing on an unstable object improves balance.

• SMARTfit activities require the student to manage the body in space which increases balance and exercises the vestibular system.

Equipment: Swedish ball (large balance ball) or Bosu and beanbags

Game - Time: Game 219 - Time 30 seconds Recommended Sensitivity: 5

Organization: Organize players in pairs and have them along with one balance ball/Bosu, and one beanbag in front of each Station. Start-line is the 12’ line.

“Practicing good balance control wakes up your senses for better reading skills. We are going to balance and throw at the same time so we really have to use our brains to accomplish this task!”

Activity: First player sits on the balance ball or stands on the Bosu with one beanbag in hand. Player throws the beanbag at selected target to score points. Partner will retrieve beanbag and hand it back to the thrower. Play continues until time expires, then players change places. Concentrate on keeping good balance while keeping eyes on the target.

Activity Variation: Set to Game 618, player balances on ball with beanbag in hand. Player throws the beanbag to targets while tracking the alphabet. Encourage players to follow through by rotating body left when throwing with right hand, and rotate body right when throwing with the left hand.

“That was very good balance. When we practice controlling our bodies in space, it can help us with our reading skills in the classrooms. It also develops our core strength muscles.”

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Left, Right, Both

Objective: Using hands to strike targets while crossing the midline.

SMARTfit Link:

• Striking targets by crossing the midline helps organize the brain for problem solving.

• Searching for random targets on the stations improves “speed of recognition” ability.

Equipment: SMARTfit Stations, 2 noodles

Game - Time: Game 232 - Time 240 seconds Recommended Sensitivity: 3

Organization: Players move into equal and diverse groups in front of Stations at the 12’ line.

“Reaching across your body for targets is called “Crossing the Midline.” This helps to organize your brains for better problem solving!”

Activity: First player holds a noodle in each hand. Instructor calls start and first player runs up to the station. Player will strike all targets sequentially appearing on the left side with the right hand, all targets appearing on the right side with the left hand, and the target appearing in the middle with both hands. Instructor signals “switch” after 20 seconds and the next player in line will run up to the station and take the other player’s place. Play continues, changing players every 20 seconds or so, until time expires.

Activity Variation: Set time at 20 seconds and reset the game after each player completes the turn.

“We worked as a team to score points with our hands and we exercised the problem solving area of our brain by crossing our midlines. Good job!”

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Crossing Noodles Objective: Crossing midline and striking targets with a long handled implement.

SMARTfit Link:

• Striking random, targets with a noodle helps to improve “speed of recognition” ability.

• Striking SMARTfit targets with a noodle by crossing the midline involves cross-lateralization and helps to improve neural connections.

Equipment: Noodles and Bosu (optional)

Game - Level - Time: Game 233- Level 2 - Time 30 seconds Recommended Sensitivity: 5

Organization: Divide players into equal and diverse groups in front of the Stations, two noodles per Station. Players start on the 12’ line.

“We are going to have some fun finding and knocking out targets with our noodles. This will help you connect your right brain to your left brain by crossing your arms across your body.”

Activity: This is a single player activity. Player steps up to the station with a noodle in each hand. Player will hit targets with a R with the noodle in the right hand, targets with an L with the noodle in the left hand and targets with a B with both noodles. Play continues until time expires. Play for high score.

Activity Variation: Have players stand on a BOSU Ball while playing the game (advanced). This will add in core strength and balance.

“You knocked those targets out well. Was it difficult to remember to use your opposite hand?”

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Vestibular Work Objective: To exercise the vestibular system with fun activities.

SMARTfit Link:

• SMARTfit Station activities require students to manage their bodies in space which increases balance and exercises the vestibular system.

• SMARTfit Trainer Station activities challenge the brain/body to work under pressure which can improve decision making skills.

Equipment: Cones, noodles, beanbags

Game - Level - Time: Game 600 - Time 60 to 120 seconds Recommended Sensitivity: 3

Organization: Divide students into equal and diverse groups at the 20’ line in front of each Station. Place a cone at the 20’ line and have one beanbag at each station.

Activity: Player 1 steps up to the start-line, puts hand on the cone and takes 10 turns around the cone (the whole team can count). Player then runs up to the Station and knocks out one of the selected targets for 5 points.

Player should concentrate on running in a straight line to his team’s station and then straight back to the start-line. Player touches the hand of the next in line who begins turning around the cone. Play continues until time expires.

Activity Variation: Have the players turn around the cone then try to throw beanbags at the selected targets. Teacher calls out a locomotor movement (running, walking, skipping, gliding, hopping, crawling, etc.) and the first player moves to the station using the specified movement.

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CHAPTER 8

Brain Games

Lights Out Race Objective: Reading and performing fitness activities that are listed on pre-printed cards.

SMARTfit Link:

• SMARTfit activities challenge the brain/body to work under pressure which can improve our decision making skills.

• Listening and then performing an activity can help the kinesthetic learner retain knowledge. Equipment: Playground balls or noodles

Game - Level - Time: Game 602 - Time 30 seconds

Organization: Divide students into equal and diverse groups at the 15’ line in front of each Station.

“This game involves listening and reaction timing. We are going to see how well you can work with a little bit of time pressure involved!!”

Activity: Each station begins with all targets on. First player throws a ball or runs with the noodle and strikes one target. With a ball, catch the ball and pass it to player 2. With a noodle, return and hand it to the next player. Return to the back of the line. First team to hit out all the targets will end the game and the station will light up in celebration.

Activity Variation: Game 605 set time to 60 seconds. Instructor can call out “top to bottom” or “left to right.” Next player in line acts as judge.

“Was that difficult to listen and then have to remember what activity to do once you were up at the SMARTfit Trainer?”

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SMARTfit Alphabet Learning and Testing

Objective: Throwing to practice ABC.

SMARTfit Link:

• Aiming and throwing a beanbag while tracking the alphabet helps the kinesthetic learner retain knowledge.

• Searching for random targets on the Stations improves the “speed of recognition” ability. Equipment: Beanbags

Game - Level - Time: Game 229 or 230 – sensitivity Level 5 - Time 60 seconds

Organization: Group players in teams in front of the Stations. One beanbag per Station. Players start on the 8’ line.

“Throwing and catching helps the eyes track better. Therefore, it will help you read more efficiently. Let’s do some review of our alphabet and increase our “eye fitness” at the same time!”

Activity: Players begin with one beanbag at 8’ line. First player picks up the beanbag. Players are to knock out all of the targets in sequential alphabetic order by seeking out the “A,” then the “B,” until “Z.” When the correct lettered target is hit all targets refresh with a new letter and the player must strike the next letter in order of the alphabet.

Activity Variation: Set game to 618 and time to 120 seconds and have player throw a ball. Once “Z” has been reached, the player must work backwards until “A” is reached again.

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Number Knock-Out! Objective: Throwing and catching to practice mental math skills.

SMARTfit Link:

• Choosing specific targets on a station increases visual concentration.

• SMARTfit activities require concentration skills which can carry over into the classroom. Equipment: Playground balls

Game - Level - Time: Game 225 or 226 - Level 3 - Time 30 seconds

Organization: Get students into partners and group them equally in front of the Stations, one ball per Station. Players start on the 12’ line.

“This game involves some competition. Sometimes it is good to challenge your abilities against another person. Remember your good sportsmanship and values!”

Activity: Player 1 steps up to the throw line and throws the ball at the chosen target to knock it out and catches its return, passes it to the next player and joins the back of the line. Play continues until time expires.

“We worked on our counting skills, gave our eyes a workout and had some fun. Now what better way is there to practice our numbers?”

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Colors, Shapes, and Numbers Objective: Consistently strike a specific color target with a long handled implement.

SMARTfit Link:

• Striking random, targets with a noodle improves student’s ability to concentrate on the task at hand while distractions are present.

• Striking specific targets according to a specified color challenges the brain which can assist with learning.

Equipment: Noodles

Game - Level - Time: Game 621, 622, 623, 624, 625, 626 - Level 3- Time 120 seconds

Organization: Divide students into equal and diverse groups in front of each Station, one noodle with each team.

“We are going to work on our color or picture recognition while moving our bodies. This will challenge our brains so we can learn faster!”

Activity: Center target displays a color that must be tracked or a picture of smiley. The first player in line runs up to the station with noodle in hand and strikes the first target to start the game and then strikes that color or smiley when the system refreshes. Player runs back to start-line and hands noodle to next player in line who must continue play by remembering and striking the color or smiley.

Activity Variation: With track the color, have players call out the actual color or a different fruit or object that is identified by that color (e.g., banana for yellow).

“Was it easy to think about the color and hit it at the same time? How did you feel when Smiley changed its color. Confusing? Learning while we move can help us remember better.”

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Adding, subtracting Race Objective: Throwing to practice addition and subtraction.

SMARTfit Link:

• Practicing counting skills while moving the body can help the kinesthetic learner retain knowledge.

• SMARTfit challenges the brain/body to work under pressure which can improve decision making skills.

Equipment: Beanbags

Game - Level - Time: Game 3 - Time 60 to 120 seconds Recommended Sensitivity: 3

Organization: Divide students into equal and diverse groups at the 15’ line in front of each Station. One beanbag for each Station.

“We are going to practice addition and subtraction while throwing beanbags for points. Moving while learning can help us retain knowledge.”

Activity: Player 1 steps up to the throw line and throws the beanbag. A hit above the line is worth 5 points, a hit below the line is worth -2 points. When the instructor calls out a number, each team will throw above or below the line accordingly to reach that number.

“Did we all practice good sportsmanship? When aimed at targets and challenged our accuracy skills. How did you all do?”

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Crossing Noodles Objective: Crossing the midline and striking targets with a long handled implement.

SMART Trainer Link:

• Striking random, targets with a noodle improves “speed of recognition” ability.

• Striking SMARTfit targets with a noodle by crossing the midline involves cross lateralization and helps to improve neural connections.

Equipment: Noodles, 2lb neoprene weights, or hands

Game - Level - Time: Game 233 and 233 - Level 3 - Time 30 seconds

Organization: Divide players into equal and diverse groups in front of the Stations. Two noodles per Station. Players start on the 12’ line.

“We are going to have some fun finding and knocking out targets with our noodles. This will help you connect your right brain to your left brain by crossing your arms across your body.”

Activity: This is a single player activity. Player steps up to the station with a noodle in each hand. Player will hit Targets marked R with the noodle/weight in the right hand, targets marked L with the left hand, noodle/weight and the center target with both hands, noodles/weights. Play continues until time expires. Play for high score.

Activity Variation: Have players stand on a BOSU Ball while playing the game (advanced). This will add in core strength and balance.

“You knocked those targets out well. Was it difficult to remember to use your opposite hand?”

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Partner Beanbag Aim - Throw Objective: To increase heartrate by throwing and retrieving beanbags at numbers.

SMARTfit Link:

• Throwing/retrieving beanbags increases your heart rate and improves your aerobic endurance.

• Listening for a specific number while moving and throwing works on your coordination. Equipment: Two beanbags for each station

Game - Level - Time: Game 609 - Level 5 - Time 60 seconds

Organization: Choose partners and group pairs in front of the Stations. Two beanbags per Station. Players start on the 12’ line.

“We are going to throw beanbags at the Station and run up to retrieve them. We are also going to work on our listening skills when we listen for specific targets called out.”

Activity: Partners begin with two beanbags. Player 1 calls out the number being displayed, and Player 2 will pick up the beanbags and throw the first to the selected target. If it is missed, use the second beanbag to try again. If successful, Player 1 calls out the next number and Player 2 tries to hit the next number. The thrower runs up to retrieve the beanbags and hands them to the partner. Next, Player 2 calls out the next number, and the partner throws at the selected target. Play continues back and forth until time expires. (Players must be able to remember what the next sequential number is).

Activity Variation: Play Game 613 counting in 2’s, odds/evens.

“Are your heart rates up? We improved our focus and concentration as well as our aerobic endurance at the same time!”

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Memory Stations Objective: Reading, retaining, and then performing a set of instructions.

SMARTfit Link:

• Striking specific targets with your hands improves hand/eye coordination.

• Moving while learning helps the kinesthetic learners. Equipment: Playground ball or noodle

Game - Level - Time: Game 602 - Level 1- Time 30 seconds

Organization: Divide players into equal and diverse groups in front of each station.

“Some people learn better when they are moving. We are going to do a memory game and move at the same time.”

Activity: When the instructor says “Go” the players knock out the targets in whatever order the instructor called out. For example, “left to right” or “bottom to top.” The second player in line verifies if the first player had the correct order. The instructor resets time and the next player is up.

“We did a memory activity that involved both your brain and your body. When we move we can remember better!”

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‘Thinking on your Feet’ Ladders Objective: Combining learning and movement into one SMARTfit activity.

SMART Trainer Link:

• SMARTfit Stations activities provide movement with academic learning, helping the kinesthetic learner to retain knowledge.

• SMARTfit activities involve the vestibular system, organizing all body parts to move at one time for a specific purpose.

Equipment: Speed/agility ladder or tape

Game - Level - Time: Game 601 - Level 3- Time 30 or 45 seconds

Organization: Divide students into equal and diverse groups in front of each Station. Place a ladder (or put down tape in the shape of a ladder with 7 to 10 rungs) in front of each Station.

“More oxygen is sent to the brain while we are moving or exercising. We need oxygen and energy to help our brains learn better, so let’s move and learn.”

Activity: Players race down the ladder, 2 steps in each rung they step in until they reach the Station. Once at the Station, players will knock out one target each and run to the back of the line. Continue until all seven/nine are out then run along the outside back of the line until all of the stations are “knocked out.”

Activity Variation: Set game to 618. Students now hop on one leg through the ladder. When student reaches the Station, they have to shout a word that starts with the letter that was hit then run to the back of the line. Go for high score.

“We moved some energy and oxygen to our brains and learned something at the same time. Good Job.”

*Adapted with permission from Thinking on your Feet author Jean Blaydes, Neurokinesiologist

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CHAPTER 9

Fitness Components Fitness Fun Stations Objective: Practice fun fitness-related skills at stations in a timed circuit workout.

SMARTfit Link:

• SMARTfit activities involve whole body movement that can improve motor coordination.

• SMART fit activities “equal the playing field” so that students of all ages and abilities can participate.

Equipment: Various fitness equipment for each Station (balls, beanbags, weights, jump ropes etc.)

Game - Level - Time: Game 1 - Level 1- Time 30 seconds

Recommended Sensitivity: 3

Organization: Set up different fitness fun stations in front of each Station. Number each station starting with number one. Place one student at each station.

“We are going to do some Fitness Fun Stations. Everyone is going to keep moving while we exercise different areas of our bodies.”

Activity: The teacher starts the activity with a “Go” and the students perform whatever activity required at their station. When the Change sounds, students stop the activity and move on to the next station in line. Teacher can change the game and on the SMARTfit as required to exercise different fitness components.

Activity Variation: Have the students paired together at each station. Students can work on skills that may require another person to perform.

“Wow, everyone kept moving. What was the most difficult station for each of you? Maybe that is an area you need to work with more.”

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Speed Weave

Objective: Navigate a path through cones to the station to improve speed and agility.

SMARTfit Link:

• SMARTfit activities require the students to manage their bodies in space which increases balance and exercises the vestibular system.

• Spatial awareness translates to finding letters on a page. Equipment: Cones

Game - Level - Time: Game 622 - Level 1 - Time 60 seconds

Recommended Sensitivity: 5

Organization: Divide students into equal and diverse groups in front of each Station. Place cones perpendicular to the station about 5’ apart up the 30’ line.

“We are going to do a fun relay where we have to control our bodies in space while challenging ourselves to move and think quickly.”

Activity: Player 1 sprints up to the station, weaving in and out of the cones. Player touches the colored target for points, then sprints back to the start-line by weaving in and out of cones. Player touches the next person’s hand, signaling their turn to weave to the station and track the same color. Continue until time is up.

Activity Variation: Have players navigate the course individually for 30 seconds. This will add a cardiovascular exercise into the mix.

“By practicing speed drills you are improving your reaction skills which can help you in everyday activities as well as in the classroom.”

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Partner Beanbag Objective: To increase heart rate by throwing and retrieving beanbag at numbers.

SMARTfit Link:

• Throwing/retrieving beanbags increases your heart rate and improves your aerobic endurance.

• Listening for a call while moving and throwing works on your coordination. Equipment: Two beanbags for each station

Game - Level - Time: Game 623 - Level 4 - Time 60 seconds

Recommended Sensitivity: 5

Organization: Partners. Station. Players start on the 12’ line.

“We are going to throw beanbags at the Station and run up to retrieve them. We are also going to work on our observation skills when we look for specific targets.”

Activity: Partners begin with two beanbags. Player 1 will identify “Smiley” and call out its color. Player 2 will throw bean bag using the 2nd if the first misses. The thrower runs up to retrieve the beanbags and hands them to the partner. Now Player 1 is up. Play continues back and forth until time expires.

“Are your heart rates up? We improved our observation skills and our aerobic endurance at the same time!”

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Beanbag Line Drills Objective: Raise the heart rate and improve speed/agility while throwing a ball at a target.

SMARTfit Link:

• Throwing and retrieving beanbags increases your heart rate and improves cardio endurance.

• Throwing and moving to the Station involves the vestibular system, organizing all parts of body to move at one time for a specific purpose.

Equipment: Beanbags

Game - Level - Time: Game 219 - Level 5- Time 45 seconds

Recommended Sensitivity: 5

Organization: Divide students into equal and diverse groups in front of each Station. Players start at the 15’ line with the 110’ and 5’ lines clearly marked.

“We are going to speed up our heart rates and practice our accuracy skills. We will see if we can keep up our accuracy while our bodies are working hard.”

Activity: Player 1 steps up to the 15’ line with a beanbag in hand. Player throws beanbag at lighted target, sprints up to retrieve beanbag, and sprints back to the 12’ line. Player throws at lighted target from the 10’ line, sprints up to retrieve the beanbag and returns to the 5’ line to throw. Player continues this pattern until time expires.

Activity Variation: Put obstacles in the path or use cones to make a zig-zag pattern up to the station. Lines can be moved further back for advanced players.

“Was it just as easy to hit the target when you were getting tired? Your brain needs oxygen to remember things and we gave it plenty of oxygen in this exercise!”

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SMART Trainer Sit-ups

Objective: Perform sit-ups using a medicine ball to increase core strength.

SMARTfit Link:

• SMARTfit Stations provide a novel way to perform sit-ups thereby motivating the students to increase their core strength.

• SMARTfit activities give students instant feedback which encourages and boosts self-esteem. Equipment: 2 lb. medicine ball, rebound style

Game - Level - Time: Game 2 - Time 30 seconds

Recommended Sensitivity: 1

Organization: Have one student in front of each station with one medicine ball. Player sits on the floor in front of station at about the 5’ line.

“When you sit at a desk all day you are using your core strength system. Sit-ups increase your abdominal strength and help you to sit comfortably for extended periods of time.”

Activity: Player sits on floor in a sit-up position with legs bent, medicine ball gripped with both hands. Player leans back with ball over head until shoulder blades touch the floor, and touches medicine ball to floor. Player then brings the body up while launching the ball at the station, hitting anywhere above the white line to score points. Player catches the ball and repeats the movement until the time expires.

Activity Variation: Set the game to Game 3 or 220 – Level 3 – 30 seconds. Now each sit-up will score 5 points. Have students divide final score by 5 when they are through to determine how many sit-ups they have actually performed.

“You did some core strength work today! How do your abs feel? Strong abs will help you to sit strong at your desk during your classes!”

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Hurdles Objective: Successfully leap over hurdles on the way to score points on the SMART Trainer.

SMARTfit Link:

• Moving up to Stations while jumping hurdles improves coordination, the ability to perform motor tasks smoothly and accurately.

• Moving up to Stations while jumping hurdles improves balance. Equipment: Cones and noodles (to make hurdles)

Game - Level - Time: Game 2 - Time 180 to 240 seconds

Organization: Divide students into equal and diverse groups at the 20’ line in front of each Station. Each station is set up with hurdles spaced at appropriate distances from each other from the station out to the 20’ line.

“We are going to work on our balance and coordination. When we jump over the hurdles to score some points, we are improving our ability to maintain our balance and to move our bodies smoothly and in the right places.”

Activity: Player 1 steps up to the start-line and begins to navigate the hurdles up to the Station. When the players reach the Station they will hit anywhere above the white line to score one point. If a noodle gets knocked off of a cone, the players will wait until they return through the hurdles before replacing the noodles that they have knocked down. Players should concentrate on taking off on one foot and landing on the opposite foot while keeping their balance.

“Was it easy to keep your balance? Did you have to think about jumping or did you think about taking off and landing? Good Job!”

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Medicine Ball Sit-ups Objective: Increase Core Strength by striking a medicine ball on a SMARTfit Station.

SMARTfit Link:

• Playing a medicine ball to the Station can improve your core strength.

• SMARTfit activities provide the students with points for successful actions which motivates them to continue exercising and participating.

Equipment: 2 lb. medicine ball

Recommended Sensitivity: 2

Game - Level - Time: Game 2 - Level 1- Time 120 seconds

Organization: Divide students into equal and diverse groups in front of each Station. Place one medicine ball at each Station.

“We use our core strength, our stomach and our torso muscles, to do everyday things. By increasing our core strength, those everyday activities will become easier.”

Activity: Player 1 sits on the floor or on a Bosu Ball, 5’ in front of the Station with a medicine ball in both hands and throws it at the lit section of the station 5 times. Placing the ball back in place, gets up and tags the next play who repeats. Continue until time ends.

Activity Variation: Game 218 and have players track a specific target.

“Did you feel that in your torso area? What are some everyday activities that might get easier with improved core strength?”

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Medicine Ball Power Objective: Increase Core Strength by striking a medicine ball on a SMARTfit Station.

SMARTfit Link:

• Playing a medicine ball to the Station can improve your core strength.

• SMARTfit activities provide the students with points for successful actions which motivates them to continue exercising and participating.

Equipment: 2 lb. medicine ball

Recommended Sensitivity: 1

Game - Level - Time: Game 2 - Level 1- Time 20 to 30 seconds

Organization: Divide students into equal and diverse groups in front of each Station. Place one medicine ball at each Station.

“We use our core strength, our stomach and our torso muscles, to do everyday things. By increasing our core strength, those everyday activities will become easier.”

Activity: Player 1 steps up to the Station with a medicine ball in both hands. Player stands with back to the wall, about 2’ away from the wall. Player starts by turning to one side and striking the station. Player then turns to the other side and strikes the station. Player continues until time expires. (Make sure to keep your feet planted firmly in place and move from the hips and not just twisting the back).

Activity Variation: Game 218 and have players move the medicine ball to the lit targets by bringing the medicine ball from the waist up to each lit target, then bringing the medicine ball back down to the waist, then up to the next target.

“Did you feel that in your torso area? What are some everyday activities that might get easier with improved core strength?”

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Speed Ladder Objective: Navigate a Speed Ladder while moving to the Station to score points.

SMARTfit Link:

• Navigating a speed ladder while trying to score points will improve speed and agility.

• SMARTfit activities provide the students with points for successful actions which motivates them to continue exercising and participating.

Equipment: Speed ladder (or tape to simulate a ladder), noodles

Game - Level - Time: Game 600 - Level 2- Time 60 to 120 seconds

Recommended Sensitivity: 3

Organization: Divide students into equal and diverse groups at the 20’ line in front of each Station. Place a speed ladder (or tape to simulate one) in front of each Station. Place a noodle on the floor in front of each station.

“We are going to improve our speed and agility with this activity. This means to perform certain movements within a short period of time.”

Activity: Player 1 steps up to the start-line and navigates the speed ladder, placing a foot in each square. When they reach the Station, pick up the noodle, strike one of the lit targets, place the noodle back on the floor and then navigate the ladder back to the start-line. When the first player crosses the start-line, the next player in line can begin. The first team to knock out all of the targets on their station wins.

Activity Variation: Players begin by throwing a beanbag to knock out a target and then navigate the speed ladder up to the Station to retrieve the beanbag. You can also choose Game 606 (advanced) and set the time to 90 seconds or more depending on the size of the teams.

“What other daily activities may require some kind of speed and agility? How about emergency situations?”

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Cardio with Noodles Objective: Maintain a moderate level of activity for a specific period of time.

SMARTfit Link:

• SMARTfit activities involve increasing the heartrate which feeds the brain with the glucose and oxygen needed for focused learning.

• Striking targets with a noodle is an excellent stress reliever and can calm you down for learning. Equipment: Noodles

Game - Level - Time: Game 219 - Level 3 - Time 120 to 180 seconds

Recommended Sensitivity: 3

Organization: Divide the players into equal and diverse groups in front of each Station and place a noodle beneath each station.

“We are going to increase our heartrates, which is called cardiovascular exercise.”

Activity: First player runs up to the Station, picks up the noodle, and strikes the selected target for points. Player places the noodle in the original position and runs back to the start-line. When player touches the hand of next in line, returns to the back of the line, then the next player can begin. Continue until time expires.

Activity Variation: Set system to Game 219 Level 3. Place 2 noodles beneath each station and have players run up in partners. They both must score a point before they can run back to the start-line.

“Does your heart feel like it is beating faster? That is your cardiovascular system working for you!”

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Locomotor Motion Objective: Travel to SMARTfit Stations using different locomotor movements and score points using various types of equipment.

SMARTfit Link:

• SMARTfit Trainer provides students with points for successful actions which motivates them to continue moving and learning.

• Moving up to and then away from the Training Stations increases your heart rate and improves cardiovascular endurance.

Equipment: Playground balls, beanbags, noodles

Game - Level - Time: Game 1 - Level 1- Time 120 seconds

Recommended Sensitivity: 3

Organization: Divide students into equal and diverse groups in front of each Station.

“We need to warm up our bodies and brains before physical activity. We are going to be creative and see how many different ways we can move.”

Activity: Teacher calls out a locomotor movement (running, walking, skipping, gliding, hopping, crawling, etc.) and the first player moves to the station using the specified movement. Players can choose a piece of equipment to carry with them to score the points, or just use their hands, feet, or body to score points. First player returns to start and touches the next players hand and teacher can call out a new movement. Play continues until time expires.

Activity Variation: Players choose their own locomotor movement and the team must guess what that movement is and shout it out. Players can also move in partners or as a whole group.

“That felt good to move our bodies in different ways. Let’s check out heart rates to see if it has increased.”

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Relay Ball Objective: Throw a ball with proper overhand technique to a target.

SMARTfit Link:

• SMARTfit activities will develop basic sport skills and concepts.

• SMARTfit activities “equal the playing field” so that students of all ages and abilities can participate.

Equipment: Playground balls or beanbags

Game - Level - Time: Game 606 - Time 120 seconds

Recommended Sensitivity: 3

Organization: Divide students into equal and diverse groups in front of each SMARTfit Station. One ball for each station.

“Playing as a group exercises our social skills while we exercise our bodies. Let’s see how well we can work together as a team!”

Activity: Player 1 steps up to the throw line and throws the ball overhand to a lit target. Players catch their own rebounds and hand ball to the next player in line. The next player overhand throws to a lit target and catches rebound. Play continues until time expires. If players miss the rebound, they must retrieve the ball by themselves.

Activity Variation: Have the activity played as an “around the world” game. Player 1 throws the ball, then peels off to the side and the next player in line catches the first player’s rebound.

“By throwing, aiming, working cooperatively, increasing your heart rate, and having fun your brain is now ready to learn better!”

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Plyometric SMART Training Station Objective: Perform plyometrics to increase muscle strength and speed.

SMARTfit Link:

• SMARTfit activities make performing fitness movements fun which provides sustained interest and motivation to continue performing.

• SMARTfit activities allow for students of all abilities and all ages to participate and work together.

Equipment: SMARTfit Stations

Game - Level - Time: Game 1 - Level 1- Time 30 to 120 seconds

Recommended Sensitivity: 3

Organization: Divide students into equal and diverse groups in front of each Station at the 20’ line.

“We are going to do some work on our muscles with this relay. Plyometrics help to make our muscles strong and fast.”

Activity: This is a relay activity. The instructor chooses one plyometric exercise (e.g. hops, leaps, squat jumps). The first player performs the exercise on the way to the SMARTfit Station. Upon reaching the Station player touches a target to score points, then sprints back to the start-line. Upon crossing the start-line, the next player begins performing the exercise. Activity is finished when time expires.

Activity Variation: Have cards with pictures of different plyometrics for students to choose. Have players travel to the stations in pairs.

“We just helped to increase our muscle function. Plyometrics are a good way to work on our muscles.”

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Medicine Ball Run Objective: Cardiovascular endurance.

Equipment: 2lb. medicine ball

Game - Level - Time: Game 224 - Level 5 Time 240 seconds

Recommended Sensitivity: 1

Organization: Divide players into equal and diverse groups in front of each Station at the 40’ line. Have a marker or cone at the 5’ line in front of each Station.

Activity: First player takes medicine ball and sprints up to the Station, stopping at the 5’ line. Player chest-passes medicine ball five separate times to selected target for points. Player then sprints back to the start-line and hands the ball to the next in line. Play continues until time expires.

Activity Variation: Advanced one player workout with game set at 60 seconds. One player starts at the 40’ line and sprints up to the 5’ line, passes the ball five times then sprints back to the start. Player repeats until time expires.

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Medicine Ball Twists Objective: This drill works the oblique abdominal muscles.

Equipment: 2lb. medicine ball

Game - Level - Time: Game 1 - Level 1- Time 30 seconds

Recommended Sensitivity: 1

Organization: One player in front of each SMARTfit Station with a medicine ball.

Activity: Player stands in front of the Station 3’ to 5’ away with back to the station. Player holds the medicine ball chest high with both hands. Moving from the torso only, player twists to one side and strikes the station with the medicine ball. Player then twists to the opposite side and strikes the SMARTfit Station with the medicine ball. Player keeps the medicine ball at chest level, holding with both hands for the entire drill. Drill ends when time expires.

Activity Variation: Change to a two-player activity by placing a partner 8’ away, facing the player. Player must pass the medicine ball to partner then partner passes it back to player before player twists to strike the station. Player passes to partner between each twist.

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Medicine Ball Throws – Left/Right Objective: This drill works on hand/eye coordination and arm strength.

Equipment: 2lb. medicine ball

Game - Level - Time: Game 2 - Time 30 seconds

Recommended Sensitivity: 2

Organization: One player in front of each Station with a medicine ball

Activity: Player stands in front of Station 3’ to 5’ away with a medicine ball in the right hand. Player tosses the medicine ball to the station for one point and catches it with the left hand. Player immediately tosses the ball back to the station and catches it with the opposite hand. Play continues until time expires.

Activity Variation: Change to a two-player activity by adding a partner. Player on the right uses right hand to toss the ball and the player on the left catches the ball with the left hand and tosses it back to the station. After 30 seconds players change sides and repeat.

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Plyometrics Relay Objective: This drill works core strength with plyometric exercise.

Equipment: SMARTfit Multi-Station

Game - Level - Time: Game 601 - Level 1- Time 120 seconds

Recommended Sensitivity: 3

Organization: Divide players into equal and diverse groups in front of each SMART fit Station at the 20’ line.

Activity: First player moves up to the SMARTfit Station using selected plyometric exercise (lunges, hops etc.) When players reach the station, they knock out one lit target with a hand or foot for 5 points. Players then return to the start-line using the same plyometric movement. Next player moves to the Station using plyometric movements and knocks out one lit target with a hand or foot. When one team has knocked out all of their targets and everyone is back at the start-line, they can sit down. Play continues until each team has knocked out all of their targets.

Activity Variation: Advanced one player workout with game set at 60 seconds. One player starts at the 20’ line and moves to the station using plyometric exercises. Player moves back and forth until time expires.