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Game with Water Breaks: Decide When to Drink

Small-sided ultimate games where each team has cards to stop play and drink. Students decide when to hydrate and then analyze those decisions.

Illustration of the PE activity Game with Water Breaks: Decide When to Drink
PhaseMain activitie
Duration35 min
Ages12–16
SpaceField
EquipmentFlying discs, cones, pinnies, Water-break cards, Water bottles
IntensityHigh

How to play

  1. Briefing: small, frequent sips, drink before you are very thirsty, and keep your bottle near the field. Each team gets two water-break cards (3 min).
  2. Game 1: 5-on-5 ultimate on three fields. When a team shows a card, play stops for 1 minute and both teams drink (8 min).
  3. Debrief: when did you use the cards? Did you wait too long? Who did not drink? (3 min).
  4. Game 2 with a faster pace: longer field, and cards can only be used with the disc dead after a point (8 min).
  5. Game 3 with new opponents; besides team breaks, anyone can go to their bottle during a sub (8 min).
  6. Wrap-up: each team writes its «water plan» for a morning tournament (5 min).

Rules

Variations

Easier

Shorter fields, a foam ball instead of a disc, and fixed breaks every 4 minutes.

Standard

Ultimate with cards.

Harder

A nonstop 12-minute game with only one card per team: choose the best moment.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Line up bottles behind each end line, in the shade if possible. If you have no discs, any foam ball works with the same passing rules.

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