A–B. Active Living and Movement Competence · Active Living and Movement: Train with Purpose, Play with StrategyLead and Include: Leadership, Fair Play and Adapting Activities
A1.3 1.3 1.4About 70 minutes
Learning goals- I can show positive social behaviours: motivating and supporting others, respecting other points of view, listening attentively and showing appreciation.
- I can make sure play is fair and that everyone is included.
- I can plan and lead a warm-up and cool-down using the RAMP model.
- I can suggest modifications (STEP) so people with different physical and cognitive abilities can take part successfully.
Words to know
RAMP
A warm-up model: Raise, Activate, Mobilize, Potentiate.
potentiate
To prepare the body for full effort by gradually building to game-like speed and power.
modification
A change to an activity's space, task, equipment or people so more people can take part successfully.
STEP
A planning tool for modifying activities: Space, Task, Equipment, People.
inclusion
Making sure everyone is welcomed, valued and able to take part meaningfully.
active listening
Listening with full attention: looking at the speaker, not interrupting, and checking that you understood.
Remember from Grade 9
In PPL1O you practised fair play and the Spirit of the Game in ultimate, used clear calls and assertive communication, officiated games, and used a five-step routine for disagreements.
In Grade 10 you step up from good teammate to leader: you will lead warm-ups and cool-downs, and change activities so that everyone can succeed.
Hook: the best leader isn't the best player
Think about a great camp counsellor, coach or team captain you've had. Were they the most skilled athlete there? Often not. They were the person who noticed who was left out, explained things clearly, made the game fun for everyone, and thanked people for their effort.
Those are skills, and you can learn them.
What A1.3 asks of you in Grade 10
You should demonstrate positive social behaviours and follow ethical and fair-play standards that make activity rewarding and enjoyable for everyone. The curriculum's examples:
- motivating and supporting others;
- respecting other points of view;
- listening attentively;
- showing appreciation for others;
- ensuring fair play;
- making sure everyone is included;
- taking on leadership roles, such as leading the class in a warm-up or cool-down;
- suggesting modifications so that students with differing physical or cognitive abilities can participate successfully.
Leading a warm-up: the RAMP model
A well-known warm-up model used by many coaches is RAMP:
- Raise heart rate, breathing and body temperature: light jogging, skipping, side shuffles (2 to 3 minutes).
- Activate the key muscles for the activity: glute bridges, planks, band or bodyweight exercises.
- Mobilize the joints through the range of motion you'll need: leg swings, arm circles, walking lunges with a twist (these are dynamic stretches, done while moving).
- Potentiate: build up to game speed: strides, quick feet, sport-specific drills at increasing speed.
Leadership tips: stand where everyone can see you; demonstrate first, then do it together; count out loud; mirror the group (if you face them, use your left side when you say "right" so they copy correctly); offer an easier and harder option; and scan to check everyone is OK.
The RAMP warm-up builds intensity step by step, from raising heart rate to potentiating (game-ready speed). Static stretches held for a long time are better saved for the cool-down.Leading a cool-down
A cool-down brings the body back toward rest:
- 3 to 5 minutes of easy movement (walking, slow jogging) so heart rate comes down gradually.
- Static stretches for the muscles you used, held about 20 to 30 seconds each, without bouncing: calves, quadriceps, hamstrings, hip flexors, chest and shoulders.
- Breathing: slow breaths in through the nose and out through the mouth.
A leader can also use the cool-down to show appreciation: name one thing a classmate did well.
Including everyone: modifications with STEP
People have different physical and cognitive abilities. A good leader changes the activity so everyone can take part meaningfully, not just stand on the sidelines. A common planning tool is STEP:
- Space: make the area smaller (less running) or larger (more time); add a safe zone.
- Task: change the rule or skill: allow one bounce, allow walking, give more time, reduce the number of rules.
- Equipment: use a bigger, softer, lighter or slower ball, a lower net, a larger target; a ball with a bell inside can help players who are blind or have low vision.
- People: change team sizes, assign partners or roles, balance teams.
For students with cognitive differences, helpful changes include giving one instruction at a time, demonstrating rather than only explaining, using visual cues (colours, pictures) and keeping routines consistent.
Most important: ask the person what works for them. They are the expert on their own needs.
STEP: Space, Task, Equipment, People. Changing even one of these can turn a game that only suits a few people into one that works for everyone.Living skills: communication (1.3) and relationships (1.4)
- Respectful language (1.3): "Nice try, keep your eyes on it" instead of "You missed again."
- Active listening (1.3): look at the speaker, don't interrupt, then check: "So you want me to cover the left side?"
- Showing appreciation (1.4): be specific: "Thanks for passing to me when I was open" means more than "good game".
- Inclusion (1.4): notice who hasn't touched the ball and change the play so they do.
Worked exampleLet's modify a volleyball game
A Grade 10 class is playing 6 v 6 volleyball. Some players rarely touch the ball. One student, Jae, uses a wheelchair, and two others are brand new to volleyball. Use STEP to suggest modifications so everyone participates successfully.
- Ask first: the leader asks Jae and the new players what they would find helpful. Jae says he can play from his chair if the ball isn't spiked hard at him.
- Space: play 3 v 3 on smaller courts (two games side by side). More touches each, less ground to cover.
- Task: allow a catch-and-throw on the first contact (like newcomb) for anyone who wants it, and allow the ball to bounce once before the first contact. No spikes at the net in this round.
- Equipment: use a lighter, slower volleyball or a beach ball, and lower the net.
- People: mix experienced and new players on each team; rotate the server so everyone serves.
- Check: count touches per player for one game. If anyone still has very few, change another element.
With smaller teams, a catch option, one bounce, a lighter ball and a lower net, everyone gets many touches and can succeed, including Jae and the new players. The game is still competitive and fun.
Worked exampleLet's script a warm-up lead
Write what a student leader says for the first 4 minutes of a RAMP warm-up before a soccer game.
- Get attention and position: "Everyone, find a spot where you can see me. Spread out an arm's length apart."
- Raise (2 min): "Light jog around the cones. ... Now side shuffles, face the middle. ... Skips for height!"
- Activate (1 min): "Glute bridges, 10 reps, I'll count: 1, 2, ... Then a 20-second plank. Knees down if you need to."
- Mobilize (1 min): "Leg swings forward and back, 10 each leg. Hold the fence if you need balance."
- Check in: "Everyone feeling warm? Next we'll build to game speed with strides."
A strong lead uses clear, short instructions, counts out loud, offers options (knees down, hold the fence), and checks in with the group.
Hands-on activityLead it: warm-up, modified game, cool-down
You need: a yard, park or open room; 3 or more people (family or friends); a soft ball; 4 markers (cones, shoes or bottles); a timer.
- Plan (10 min): write a 6- to 8-minute RAMP warm-up with at least two exercises in each part, and an easier and harder option for each.
- Lead the warm-up: demonstrate, count out loud, mirror your group, and check in.
- Play and modify (15 min): play a simple game (keep-away, or a mini-volleyball game over a rope or bench). After 5 minutes, ask: "Is everyone getting turns? Is it too easy or too hard for anyone?" Change one STEP element, play again, and ask again.
- Lead a cool-down (5 min): easy walking, then 4 static stretches held 20 to 30 seconds. End with one specific appreciation for each person.
- Reflect: Which STEP change worked best? What would you change about your leading?
Safety: clear the space of tripping hazards, use a soft ball, keep games non-contact, and have water nearby.
Just for funMirroring tip from every warm-up leader ever: when you face the group and say "left leg", lift your right one. Do it wrong, and you will discover how fast a group of people can turn into a pretzel.
Your turn
1List four positive social behaviours named in A1.3.
Any four: motivating and supporting others, respecting other points of view, listening attentively, showing appreciation, ensuring fair play, including everyone, taking leadership roles, suggesting modifications.
2What do the letters RAMP stand for?
Raise, Activate, Mobilize, Potentiate.
3What do the letters STEP stand for?
Space, Task, Equipment, People.
4Give one modification that helps a student with a cognitive difference understand a new game.
For example: demonstrate instead of only explaining, give one instruction at a time, or use visual cues.
5Rewrite as a specific appreciation: "Good game."
For example: "Thanks for calling 'switch' early, it helped me cover the open player."
6Why should long static stretches be saved for the cool-down?
The warm-up should build to game speed with dynamic movement. Long static holds are better for the cool-down, when you're bringing the body back toward rest.
7What should a leader do before modifying an activity for a classmate with a disability?
Ask the classmate what works for them; they know their needs best.
More practice: warm-up
1Which RAMP step uses strides and quick feet?
2Which STEP letter is changed by using a beach ball instead of a volleyball?
3How long should a static stretch be held in a cool-down?
About 20 to 30 seconds, without bouncing.
4Name one sign of active listening.
For example: looking at the speaker, not interrupting, or paraphrasing to check understanding.
5Name one leadership role in physical activity.
For example: leading a warm-up or cool-down, captain, official, peer coach.
More practice: on your own
1In a game of capture the flag, the same four fast players do all the scoring. Use two STEP changes to include everyone.
For example: Task — a flag must be passed to a teammate who hasn't scored before it can be carried home; People — smaller teams of 4 in two side-by-side games. More players get meaningful turns.
2Plan the Activate and Mobilize parts of a RAMP warm-up for basketball.
Activate: glute bridges (10), calf raises (15), plank (20 s). Mobilize: walking lunges with a twist, arm circles, hip openers, ankle rolls. (Choose moves that match jumping, landing and quick direction changes.)
3A teammate disagrees with your strategy. Show how to respect their point of view.
Listen without interrupting, paraphrase ("You think we should play zone because they're taller"), give your view calmly, and agree on a test (try zone for 5 minutes).
4Explain the mirroring tip for leading a warm-up.
When you face the group, your left is their right. So you use your opposite side (say "right arm" while moving your left) so they copy correctly.
5Suggest a modification so a student who is blind can join a game of catch.
For example: use a ball with a bell inside, have the thrower call out before throwing, roll the ball along the ground, and ask the student what works best.
Challenge
1Design a complete 8-minute RAMP warm-up for a class ultimate game, with timing for each part and one easier option.
For example: Raise (2 min) jog, shuffles, carioca; Activate (2 min) glute bridges ×10, side plank 15 s each side (knees down = easier); Mobilize (2 min) leg swings, walking lunge with twist, arm circles, wrist rolls; Potentiate (2 min) 3 × 20 m strides building speed, cuts and quick stops, a few throws and catches. Total 8 minutes.
2A class soccer game has one student who uses a wheelchair, two students who are new to Canada and haven't played, and several club players. Plan a modified game that is fair and fun for all, using all four STEP letters.
For example: Space — two smaller fields on a hard, smooth surface the wheelchair can move on easily; Task — club players may only score with their weaker foot, and every player must touch the ball before a goal; Equipment — a larger, softer ball that rolls slower, wider goals; People — 4 v 4 with balanced teams and rotating roles. Ask the student who uses a wheelchair what works for them first. Strong answers keep the game competitive and give everyone meaningful touches.
3Explain how ensuring fair play and including everyone connect to motivation (from the last lesson).
Fair, inclusive games let everyone feel competent (they get to succeed) and related (they feel part of the group). Those needs support lasting motivation, so people are more likely to stay active. Excluding people does the opposite.
Check your understandingQuiz
1. Which RAMP step uses glute bridges and planks?
2. Lowering the net is a change to which STEP element?
3. Which is the best first step before modifying an activity for a classmate with a disability?
4. Which statement shows appreciation best?
5. A cool-down should include:
6. Which A1.3 example is a leadership role?
For parents and teachersBig idea: Expectation A1.3 asks Grade 10 students to show positive social behaviour, ensure fair play and inclusion, take on leadership roles (such as leading warm-ups and cool-downs), and suggest modifications so people of differing physical and cognitive abilities can take part. Living skills 1.3 (communication) and 1.4 (relationships) are practised throughout.
How to help at home:
- Let your teen lead a family warm-up and a game; follow their instructions and give them honest, kind feedback.
- Ask them to explain RAMP and STEP to you.
- Notice and name inclusive behaviour you see in sports or at community events.
Common difficulties:
- Leading too fast. Encourage demonstrating first and counting out loud.
- Modifying without asking. Remind them to ask the person what works.
- Vague praise. Encourage specific appreciation.
Safety: clear the space, use soft balls, and keep modified games non-contact.