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Check, Call, Care Emergency Relay

A team relay where each runner brings back a card with an emergency action and the team must sort the cards into the three steps Check, Call, Care. Students learn what to do at the scene of an accident while working on speed and team reasoning.

PhaseMain activitie
Duration20 min
Ages12–14
SpaceOutdoor yard
Equipmentcards, cones, pinnies
IntensityHigh

How to play

  1. Spend 3 minutes explaining Check, Call, Care with an example: a friend crashes their bike on the street. First check the scene is safe, then call 911, and finally care for the person.
  2. Make 5 teams of 5 in colored pinnies. About 20 yards away, set a cone for each team with 9 face-down cards: "make the area safe," "call 911," "give your location," "check if they respond," "do not move them if their neck hurts"...
  3. On the signal, the first runner goes, grabs one card and comes back to tag the next teammate. Continue until all 9 cards are back.
  4. The team sorts the cards into three columns on the ground (Check, Call, Care) and raises their hands when done.
  5. The teacher checks: 1 point per correctly placed card and 2 bonus points for the first team with no mistakes. Each round takes about 5 minutes.
  6. Play 3 rounds with different scenarios (swimming pool, hiking trail, school playground) and new cards each time.

Rules

Variations

Easier

Use only 6 cards, two for each step.

Standard

Use 9 cards sorted into three columns.

Harder

Add trick cards with wrong actions ("give water to someone who is unconscious") that must be thrown out.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Wrap up by explaining what to tell the 911 dispatcher: what happened, where you are and how many people are hurt. Laminate the cards and store them by scenario so you can reuse them.

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