Set It Up, Knock It Down
NCERT Class 7 Physical Education and Well Being Chapter 7: Set It Up, Knock It Down (Pages 28–29)
Summary of Set It Up, Knock It Down
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Set It Up, Knock It Down at a Glance
CBSE
Class 7
Physical Education and Well Being
Khel Yatra
7
28–29
6 study resources
Set It Up, Knock It Down Summary
In this chapter, students will learn about a game called Set It Up, Knock It Down, which is designed to be both engaging and educational. The game promotes physical activity as well as teamwork and personal goal setting among participants. To begin, the area where the game takes place should be about twenty meters in length and ten meters in width. This space allows enough room for the students to move around safely while playing. Markers are an essential part of the game. They should be placed randomly across the area, making sure that the number of markers is greater than the number of students participating. Additionally, these markers must be divided equally between those facing up and those facing down, which is crucial for creating a fair playing field. The game features two teams: one team designated as Markers Up and the other as Markers Down. The teams can consist of ten students each or can be organized into smaller groups of five to ten students, depending on the total number of players. Each student on the team keeps track of how many markers they flip during the game. This important record-keeping adds a personal competitive aspect to the activity, encouraging students to focus on their performance. When the game starts, indicated by a whistle, the Markers Up team will attempt to flip the markers that are facing down to the up position. At the same time, the Markers Down team will do the opposite, flipping the up markers to down. The gameplay lasts for two minutes, during which students will be actively involved in flipping the markers as much as possible. As the game progresses, students can engage in multiple rounds, with the service of the rounds being played in odd numbers, allowing for clear winners to be determined after each session. After every round, the game encourages each player to set a personal goal. This means they will try to beat their previous performance by flipping more markers than they did before. Setting these goals becomes an important part of the game, fostering a sense of achievement and self-improvement among students. After each round, players have the opportunity to adjust their goals based on their performance and the challenges they faced. This reflection is crucial and is discussed during Circle Time. Here, students talk about how often they adjusted their goals and why they made those changes. The chapter emphasizes the idea that setting realistic yet challenging goals is an essential aspect of personal growth, even in a game context. It encourages students to think about what they can do differently to improve their games in the future. Overall, this chapter not only teaches a fun game but also fosters an understanding of teamwork, goal-setting, and the importance of physical well-being.
