Eye, Ear or Touch: Starts to Three Kinds of Signal
In groups of three, students practice 10 m starts to a visual, an auditory and a touch signal to find out which one gets them going fastest. It trains reaction and shows how starts are adapted in Deaf athletics, which uses lights.
How to play
- Specific warm-up: jog, high-knees and four easy 10 m starts (4 min).
- Groups of three (starter, runner, finish judge): 10 m starts when the bandana drops; four per person (5 min).
- Same task with a hand clap as the signal; the runner looks straight ahead (5 min).
- Touch signal: the runner waits with eyes closed, opens them at the tap on the shoulder and goes (5 min).
- Partner duels with a random signal, then group discussion: which one got us out fastest and why? (6 min).
Rules
- On the touch signal, eyes open before the first step; nobody runs with eyes closed.
- Separate lanes and a long run-out: slow down past the finish cones.
- False starts are simply repeated, no penalty.
- Walk back along the sides, never down the lane.
Variations
Easier
5 m starts with only two kinds of signal.
Standard
10 m starts with all three signals.
Harder
Start from sitting or lying face down, with the signal chosen at random by the judge.
Adaptations
- Deaf students: work with visual and touch signals and share with the group how they get cues in daily life.
- Students with visual impairments: auditory and touch signals, with a guide or lane rope if needed.
- Injured students: act as finish judge and note who gets out first with each signal.
Learning goals
- Improve reaction time to different stimuli.
- Compare stimuli and draw their own conclusions.
- Appreciate how sport is adapted for athletes with disabilities.
Equipment for a class of 25
- cones: 20
- bandanas: 10
Teacher tip
Before you start, mention that Deaf athletics uses light signals for starts; it opens a good inclusion conversation. Common mistake: the clapper fakes; ask for clean signals at varied timing.
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