Deskopoly

Skill: Balance, Hop, Jump, Run, Skip
Time Required: 15
Activity Type: Physical
Group Size: Large Group, Medium Group, Small Group
Age Group: 6 - 9yrs, 9 - 12yrs
Play area: Classroom (small indoor space), Gymnasium (large indoor space)
Safety Considerations: Check that furniture does not pose a hazard during activities. Check that the floor is not slippery and is free of obstacles. Remind participants to be cautious when moving and to be aware of the personal space of others.
Equipment: 1 sheet of paper (or alternative) per participant
Pencils
2 number cubes or dice
Audio equipment and upbeat music
Objective:
Other Skills: (depends on activities selected)
Coordination
Strength
Agility
Balance
Locomotor, stability, and manipulative skills
Set up:
Participants stand anywhere in the activity area or in a circle formation.
Step by Step:
Warm Up

1. One participant calls out his or her name and does a warm-up activity (e.g. march in place and circle shoulders). The rest of the group follows the activity.
2. That participant calls out another participant’s name. The group continues doing the first participant’s activity until the next participant starts doing a new activity (e.g. knee lifts and arm punches).
3. The group then does the new activity.
4. As each new activity is added, the group does all previous activities before adding the new activity. They call out the name of the participant who led that activity as they do the action.

Steps

- On a piece of paper, participants quickly write a favorite fitness activity that can be performed on the spot next to their desk. They then turn over the papers and leave them on the desks.
- Establish a route around the desks that will be used throughout the activity.
- Play up-beat music.
- A participant rolls the dice to decide by how many desks the group will move ahead.
- Once participants arrive at the next desk, they turn over the paper on that desk to discover the fitness activity they will perform for the next 30–60 seconds.
- After the time is up, another participant rolls the dice and they move forward the corresponding number of desks and begin their next fitness activity.
- Continue the game until the time has expired.

Possible Fitness or Movement Activities:

1. Push-ups

2. Disco dance

3. Sit-ups

4. Alternate knee lifts

5. Can-can kicks

6. Math book lifts

7. Running on the spot

8. Dance steps, e.g. Macarena

9. Jumping jacks

10. Volleyball blocks

11. Mountain climbers

12. 180? jumps

13. Tuck jumps

14. Gluteal kicks

15. Desk triceps dips

Cool Down

1. Participants walk in place in a circle formation. One participant calls out his or her name and does a cool-down stretch. The rest of the group does that stretch and holds it without bouncing.
2. After 15–30 seconds, that participant calls out another participant’s name. The group walks in place until the 2nd participant does a new stretch. The group then does the new stretch.
3. Continue the activity, alternating between walking and stretching, until all major muscles have been stretched.
Variations:
The more creative the participants are with their activity, the more engaged they will be and the more fun they will have.

Participants may work as teams and count 1 point for each rep of the fitness activity. Tally all points in order to challenge the other teams or improve upon the next round.

Participants may choose to use various physical movements instead of exercises, (e.g. a jump-shot).

While moving from desk to desk, students could hop, march, or move in an original manner.

Adaptations (General):
Try to ensure that activities are explained clearly in order that all participants can easily grasp key concepts. Remember that some movements, (e.g., dancing, some stretches, etc.) may be new and challenging. It may be necessary to modify a number of the activities to the extent that the participant with a disability can safely complete them.

Design fitness stations that offer meaningful yet attainable challenges to participants with disabilities; use creativity and try to think outside the box.

Adaptations (Blindness/Visual Impairment):
Have a guide assist participants who are blind or visually impaired in writing down their favoured fitness activity, in navigating to the different fitness stations and executing fitness activities.

Adaptations (Mobility Impairment):
Ensure there is adequate room for participants with mobility limitations to navigate around the desks to the different stations.

Adaptations (Deafness/Hearing Impairment):
Ensure that the participant who is deaf or hard of hearing knows that it is his/her turn to lead a warm-up activity or change fitness stations by pointing, tapping the shoulder and/or through sign language.
Sources: Ophea