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Up and Down the River Throwing Duels

Partner throwing duels on six ranked lanes: the winner of each duel moves up a lane and the loser moves down, so everyone ends up competing against someone at a similar level. Students practice the javelin, discus, and shot put and learn to accept the result.

PhaseMain activitie
Duration24 min
Ages13–16
SpaceField
Equipmentfoam javelins, rubber discuses, Medicine ball, cones
IntensityModerate

How to play

  1. Six lanes in a row numbered 1 to 6 (champions' lane), 30 ft apart; each lane has equipment for one event (javelin, discus, and shot put, twice each).
  2. Put 4 students in each lane (two duels taking turns); each duel is 2 throws per student and the best mark wins (3 min to explain).
  3. On the whistle (every 3 min), duel winners move up a lane and losers move down; the winner stays in lane 6 and the loser stays in lane 1.
  4. Because each lane has a different event, moving up or down means switching throws; play 6 rounds (18 min).
  5. Ties are settled with rock-paper-scissors to keep things moving.
  6. Wrap-up (3 min): each student records their final lane and their best throw.

Rules

Variations

Easier

Use a single event in every lane (foam javelin) to focus on the competition.

Standard

Three alternating events across six lanes, moving up or down every 3 min.

Harder

Each duel is best of three throws, and lane 6 throws with the non-dominant hand.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

This format sorts out ability levels on its own within two or three rounds, so there's no need to set groups ahead of time. Lane 1 isn't a punishment: present it as the starting lane.

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