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PE • 40 • 25 students • Created with AI following Aligned with New Zealand Curriculum

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PE
40
25 students
22 July 2026

Teaching Instructions

write a PE lesson plan focusing on a tag game which is easy to explain to young students

Overview

In this 40-minute PE lesson, Year 1–2 students practise safe movement skills and simple “shooting at a target” accuracy within a fun tag game context. The lesson builds control (how you move) and accuracy (where you aim) while keeping rules clear and age-appropriate.

Learning intentions

  • WALT use safe movement skills to evade and tag a classmate.
  • WALT aim a small object toward a target with control and accuracy.
  • WALT follow simple game rules and self-manage safely in a fast, busy space.
  • WALT identify how our body and movement help us be successful in the game.

Success criteria

  • I can run, stop, and change direction safely when I’m tagged or near other players.
  • I can tag using the agreed method (e.g., a light touch) without pushing or grabbing.
  • I can aim my object toward a target and try to improve where it lands.
  • I can explain one rule that helps the game stay safe and fair.

Curriculum links

  • Te Mātaiaho Health and PE (Movement skills: Relays, games and invasion games): focuses on movement skills for games and basic accuracy as a sport-related action.
  • Te Mātaiaho Health and PE (Movement skills: Relays, games and invasion games): supports practising skills and following simple rules in invasion-style games (tag as a base-to-move game).
  • NZ Curriculum competencies (The New Zealand Curriculum Refresh): relates to Managing Self (staying safe, following rules) and Participating and Contributing (sharing roles, fair play).

Lesson structure (40 minutes)

  1. 0–5 min · Hook and safety check. Teacher gathers students in a circle and quickly models “freeze” (stop) and “turn” (change direction) with the class; teacher names the tag safety rule: light touch only, no pushing or grabbing. Students copy the stop/turn and repeat the safe tag rule back to the teacher.

  2. 5–12 min · Warm-up: body readiness. Teacher runs a simple sequence: jog in a space, teacher calls “stop!” (freeze), “go!” (run), “change!” (turn), plus two short rounds of skipping or hopping if safe in the area. Students respond to each call and keep a safe distance from others.

  3. 12–22 min · Main game 1: “Scoop Tag” (easy to explain). Setup: Mark a playing area. Choose 3–4 taggers (depending on space) and give each tagger one “tag token” (a soft beanbag or ring). All others are runners with no equipment. Rules (tell students clearly):

  • If you are tagged, you sit down where you were tagged and do “watch and cheer” for 10 seconds.
  • Taggers must use a light touch with their tag token (near the runner’s back/shoulder area), not hands-on body pushing.
  • If a runner is within safe distance of a target station (see next step), they may “reset” by doing an aim task (1 attempt) before rejoining. Teacher action: stop the game twice to remind rules (“light touch”, “safe space”, “stop when needed”) and model good evasion (dodging away, not straight through). Students play, and if tagged they follow the sitting and cheering rule.
  1. 22–32 min · Accuracy stations: “Aim to get back in”. Setup: Place 3–4 targets at child height (e.g., hoops on the ground, taped circles on a wall mat, or floor squares). Give each station a small supply of soft objects (foam balls/beanbags). Process: Tagged students line up at the station, take one controlled throw/roll/underhand aim, and if they hit the target they re-enter the game as runners; if not, they try once more after a short 5-second rest cycle. Teacher action: demonstrate one clear technique: “step—point—release”—and remind students to keep the throwing area safe (throw forward only). Students practise aiming, then return to play if successful.

  2. 32–37 min · Game 2: “Tag and Return” mini-rounds. Teacher reduces taggers to 2–3 so more students are moving. Keep the same core rules, but now allow runners to attempt a quick “aim to return” only when the tagged line reaches the station. Teacher action: circulate and give quick feedback using one prompt at a time: “Where did you aim?” or “Did you slow down to stop safely?” Students play another short round, staying within the marked area and using safe tagging.

  3. 37–40 min · Cool-down and exit check. Teacher leads a calm jog/walk and then asks two quick questions:

  • “What did your body do when you needed to avoid being tagged?”
  • “What helped you aim more accurately?” Students share one answer with a partner, then one student shares with the class.

Resources

  • Marking tape or cones for playing boundaries
  • Soft beanbags or foam balls (at least one per student in station rotation)
  • Hoops or taped circles as targets
  • 3–4 target stations (small spaces to prevent crowding)
  • Optional: tag token items for taggers (rings/soft beanbags)
  • Whistle or voice cues for “stop/turn”
  • Timer for rounds (teacher visible)

Assessment

  • Observe students during play for safe movement: stopping/turning and avoiding collisions.
  • Listen for rule understanding: students correctly describe at least one safety/game rule during the cool-down.
  • Check accuracy informally at stations: students attempt controlled aiming and can repeat their “aim to get back in” attempt safely.
  • Quick exit: partner share plus one class response (teacher notes one common success and one next step).

Differentiation

  • Support: reduce the number of taggers; use larger targets (hoops wide taped circles) for easier success; allow rolling instead of throwing.
  • Support for managing self: assign “job roles” (tagger helper, target keeper) for students who need a calmer role first.
  • Extension: make targets smaller, or add a second target choice (“aim low or aim high”); introduce “runner chooses a direction to evade after tagging is called”.
  • EAL/SEN: keep language consistent and repeat the same three cues (“stop, turn, safe touch” and “step, point, release”); use visual demonstrations and station pictures if available.

Notes for teacher delivery

Taggers use a light touch only and runners stay within boundaries. Keep the playing area clearly marked and maintain frequent short “freeze” reminders so the game stays safe for Year 1–2.

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