
PE • 60 • 25 students • Created with AI following Aligned with Australian Curriculum (F-10)
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Create a NSW Stage 4 Year 7 PDHPE lesson plan for Term 3, Week 4 based on the traditional Australian game 'Fly' (also called 'sticks'), using the attached Schoolhouse Museum text and source: https://www.schoolhousemuseum.org.au/resources/how-to-play-fly/. Length 60 minutes, class size 25, outdoor practical lesson.
Include: lesson title, context and timing, NSW curriculum alignment citing PHLS-MSS-01 (recognise and use movement skills or sequences), PHLS-MSS-02 (identify and apply strategies to solve movement challenges), and PH4-MSS-01/PH4-MSS-02 where appropriate; clear learning intentions and success criteria; equipment; explicit safety and risk controls; respectful acknowledgement that Fly has Aboriginal and non-Aboriginal childhood memories and that rules varied between communities, avoiding claims of a single fixed version; a brief teacher explanation of the game; warm-up; progressive skill teaching; modified small-group gameplay; differentiation and inclusion for varied mobility, confidence and ability; questioning; formative assessment; reflection/exit ticket; and extension/home connection. Use soft foam markers or low-profile sticks/cones rather than unsafe sticks where appropriate. Make the lesson practical, age-appropriate and ready to teach.
Term 3, Week 4: a 60-minute outdoor practical lesson for 25 Year 7 students. Students learn and adapt the traditional Australian game Fly, transferring stepping, running and jumping skills while applying strategies to solve progressively more difficult movement challenges. The lesson builds on prior work with locomotor skills, safe movement and cooperative participation.
Students will:
0–5 min · Welcome and cultural context. Teacher displays the learning intention and explains that Fly, also called sticks, has Aboriginal and non-Aboriginal childhood memories across Australia, with rules varying between communities and locations; it is not presented as one fixed version. Open with the Fly introduction and cultural context slides. Students listen, identify respectful participation behaviours and share what might make a game change when played in a different place.
5–12 min · Safety briefing and warm-up. Teacher establishes boundaries, demonstrates safe spacing and explains that soft foam markers or low-profile cones replace collected sticks; students must stop on the signal, wait behind the line and never run across another lane. Students complete light jogging, side steps, high-knee walks, ankle rolls, dynamic lunges and controlled two-foot landings, then practise moving on a call of “stop”. Check footwear, surface, weather, asthma plans and any individual adjustments before starting.
12–20 min · Explain and model Fly. Teacher explains that players move through a line of approximately seven markers, placing one foot in each space without touching a marker, then the final player (“Fly”) runs through and jumps beyond the last marker. The marker is then moved to the landing point, making the spaces progressively more challenging. Explain that this class version uses inclusive adaptations: no player is eliminated, a missed attempt becomes useful feedback, and the group may reset or shorten the course. Students watch a demonstration and identify safe take-off, balanced landing and an appropriate pace. Ask: “What changes as the spaces get wider?” and “How could you adjust without rushing?”
20–32 min · Progressive skill teaching. Teacher divides the class into five groups of five and sets up one lane per group. Begin with wide, even spaces and have students practise walking, then jogging, through the markers; progress to a controlled leap over a foam marker. Students rotate roles as mover, caller, safety observer, encourager and equipment manager. Observers use the cues “eyes forward, one foot per space, controlled landing”. Teacher provides immediate feedback and watches for safe movement, confidence and understanding. Open the skill cues and progressive practice slides when groups change levels.
32–48 min · Modified small-group gameplay. Teacher starts each group with a safe course and explains that the group chooses when to increase one challenge: spacing, approach speed, take-off distance or movement pattern. The “Fly” moves the final marker only to a safe, agreed landing point; the group can negotiate a reset. Students take turns, encourage each other and test a strategy such as shortening the approach, using a steady rhythm, looking ahead or taking a longer run-up. No racing between groups and no player is out. Ask: “Which strategy worked, and why?” “How did you transfer the practice skill into the game?” and “How can the challenge be made fair for everyone?”
48–55 min · Challenge and reflection circle. Teacher invites groups to alter their course to create a solvable challenge, then checks that the change remains safe and achievable. Students attempt the course, describe one adjustment and give specific peer feedback using “I noticed…” or “Next time, try…”. Students with limited mobility may use a marked walking pathway, reduced distances or a supported two-foot jump; success is measured through control, decision-making and participation rather than distance.
55–60 min · Cool-down and exit ticket. Teacher leads slow walking, breathing and lower-limb stretches, then revisits the learning intention. Distribute the Fly movement reflection and exit ticket. Students record one skill they used, one strategy that solved a challenge, one safety action and one respectful way they included someone. Collect responses as they leave.
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