Rules for games, school and in the community

Key learning area: Studies of Society and Environment

Year level: Lower Primary

Lesson duration: 200 minutes (3 lessons)

Lesson topic: Rules for games, school and in the community.

Aim of the unit:

Students recognise the purpose of rules in games, in the classroom and at school and in the local community. This lesson investigates situations that are familiar to younger students and promotes possible reasons for having rules. Among them may be:

  • fair play
  • socially accepted behaviours
  • safety for self and others
  • protecting natural and built places
  • respecting the personal property of others.

Curriculum links

Links to the Australian Curriculum

Student learning outcomes

Knowledge:

  • Identification of rules needed in games, in the classroom and at school and in the local community.
  • Understanding the purpose of rules.
  • Recognition of the consequences of breaking rules.

Skills:

  • Communication.
  • Cooperative group work.
  • Lateral thinking.

Values:

  • Fair go – Pursue and protect the common good where all people are treated fairly for a just society.
  • Responsibility – Be accountable for one's own actions, resolve differences in constructive, non-violent and peaceful ways, contribute to society and to civic life, and take care of the environment.

Resources:

  1. Make the rules: fair play (TLF-Learning Object L1007)
  2. Interactive whiteboard or a data projector
  3. Digital camera
  4. Boss for a week by Libby Handy (Ashton Scholastic, 1982)
  5. DeBono’s 'six thinking hats'
  6. A3 paper and various media (coloured pencils, paint, construction materials)
  7. Laminator and laminating pockets (optional)
  8. Post-it notes
  9. String or skipping rope

Note to teachers

Access to digital content is through The National Digital Learning Resources Network via the digital resources portals for each jurisdiction.

If students are unfamiliar with DeBono’s 'six thinking hats', spend some time prior to this lesson exploring their properties.

  • White hat: Facts
  • Red hat: Feelings
  • Yellow hat: Benefits or positives with reasons
  • Black hat: Minuses or negative with reasons
  • Green hat: New ideas or possibilities
  • Blue hat: Thinking about thinking.

Introduction | Activity One | Activity Two | Activity Three

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