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Team Run: The Last Runner Counts

Teams of five run a set distance, and the team's time is the time of its last finisher, so they must agree on a shared pace, draft and encourage each other. Students work on endurance, pacing and the teamwork found in running clubs.

PhaseMain activitie
Duration25 min
Ages16–18
SpaceField
Equipmentcones, stopwatch, pinnies, Worksheets
IntensityHigh

How to play

  1. Mark a 550-yard loop and set up 5 mixed-ability teams of 5, each with one pinnie color.
  2. Each team gets 3 minutes to plan: who sets the pace, running order and a predicted time for 3 laps.
  3. Race 1 (about 8 min): everyone starts together; a team's clock stops when its last runner crosses.
  4. Scoring: 3 points to the fastest team, 2 to the team closest to its prediction and 1 if everyone finishes within 10 seconds of each other.
  5. Active rest (4 min) walking: each team reviews on the worksheet what went wrong and adjusts the plan.
  6. Race 2 of 3 laps with the new plan, then tally the points.

Rules

Variations

Easier

Run two laps per race and allow a teammate to walk alongside the last runner for one section.

Standard

Run three 550-yard laps with a time prediction and a bonus for finishing together.

Harder

Run four laps, and the team must run race 2 at least 5 percent faster.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Balance teams by ability or the race is decided before it starts. Stress that the fastest runner gains nothing by breaking away; the point is bringing the group home.

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