In and Out of the Control: Punching on the Run Warm-Up
A technical warm-up that targets where runners lose the easiest seconds: reaching the control, punching, and leaving in the right direction. It mixes general activation with braking, punching, and acceleration.
How to play
- Jog around the schoolyard with ankle, hip, and shoulder mobility (2 min).
- Eight controls in a circle, each with a crayon tied on and a chalk arrow showing the exit. Brake in three steps, punch the card, and accelerate out along the arrow (3 min).
- In pairs: your partner points out the exit direction at the last moment, as if you were reading the next leg on the map (2 min).
- Timed mini course with four controls: the winner is whoever loses the least time between arrival and exit, not whoever runs fastest between them (3 min).
Rules
- Only one person punches at a time; the next waits one meter back.
- Leave the control looking ahead, not down at your card.
- Crayons stay tied to the cone.
- Run the circuit in one direction only.
Variations
Easier
No stopwatch, and the arrows are always visible.
Standard
Chalk arrows plus a last-second signal from your partner.
Harder
The exit direction is read from a mini map taped to the control, like in a real race.
Adaptations
- Visual impairment: the partner calls the exit by voice using clock directions ('leave at three o'clock').
- Hearing impairment: all exit cues are visual (arrow or arm).
- Ankle injury: does the braking and punching at a brisk walk and focuses on body orientation when leaving.
Learning goals
- Cut the time lost at each control.
- Automate controlled braking and an oriented exit.
- Warm up legs and ankles for an orienteering race.
Equipment for a class of 25
- cones: 16
- crayons: 8
- control cards: 30
Teacher tip
Tie each crayon to its cone with a short string, or none will be left by the third group. The typical mistake is stopping to look at the card after punching; have them tuck it away as they take off.
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