Active Quest
Target Audience: Elementary and Primary Physical Education Teachers
"Active Quest provides a year's worth of physical education (PE) lessons for K-5. Gross motor skills include Run, Kick, Throw, Catch, and Jump, with Balance, Coordination, and Roll coming soon. Each skill includes three quests. Classes will need internet access, mobile devices or a projector, a safe indoor activity space, and sporting equipment such as balls, cones, masking tape, hula hoops, and other small, colorful objects.
The activities are broken up into two main categories: Practice and Play. In Practice, there are clear objectives followed by warm-up exercises and written instructions on how to perform the movements, along with variations and modifications to use if necessary. A video shows a virtual athlete demonstrating the movement, and gives coaching cues for teachers to help their students and for students to check their own technique. After students practice, teachers perform a quick assessment to ensure each student is practicing the movements correctly.
In Play, classes take on quests, which are lesson plans that use the particular gross motor skill in a larger game setting. Again, clear objectives, warm-up exercises, and instructions, modifications, and variations are given, along with a setup diagram (if needed) for the quest. A video explains how to play the game, which often includes students working together in teams. Teachers once again quickly assess their students during the quest, this time adding a behavioral assessment. An example of a Jump quest has astronauts collecting colored bean bags while aliens attempt to tag the astronauts, turning them into aliens." (source)
The activities are broken up into two main categories: Practice and Play. In Practice, there are clear objectives followed by warm-up exercises and written instructions on how to perform the movements, along with variations and modifications to use if necessary. A video shows a virtual athlete demonstrating the movement, and gives coaching cues for teachers to help their students and for students to check their own technique. After students practice, teachers perform a quick assessment to ensure each student is practicing the movements correctly.
In Play, classes take on quests, which are lesson plans that use the particular gross motor skill in a larger game setting. Again, clear objectives, warm-up exercises, and instructions, modifications, and variations are given, along with a setup diagram (if needed) for the quest. A video explains how to play the game, which often includes students working together in teams. Teachers once again quickly assess their students during the quest, this time adding a behavioral assessment. An example of a Jump quest has astronauts collecting colored bean bags while aliens attempt to tag the astronauts, turning them into aliens." (source)
This page last updated June 5, 2018