Creating Games with a Purpose
A Framework for PreK-5 Physical Educators
- Publisher's listprice GBP 38.00
-
18 154 Ft (17 290 Ft + 5% VAT)
The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.
- Discount 10% (cc. 1 815 Ft off)
- Discounted price 16 339 Ft (15 561 Ft + 5% VAT)
Subcribe now and take benefit of a favourable price.
Subscribe
18 154 Ft
Availability
Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
Not in stock at Prospero.
Why don't you give exact delivery time?
Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.
Product details:
- Publisher Human Kinetics
- Date of Publication 3 February 2026
- ISBN 9781718236028
- Binding Paperback
- No. of pages208 pages
- Size 254x178 mm
- Weight 454 g
- Language English 693
Categories
Long description:
Develop educational games for physical education classes.
Games are vital to student learning in the elementary physical education classroom, but not all games are rooted in appropriate practices and help educators meet standards. Creating Games With a Purpose: A Framework for PreK-5 Physical Educators With HKPropel Access provides preK-5 physical educators with step-by-step guidance to design games with contextually specific, culturally rich, and student-centered lessons to fulfill educational purposes.
Educators will explore the framework created by the authors to build games intended to match the motor skills of diverse groups of children and meet their social and emotional needs. Using this framework, the text walks PE teachers through the steps of developing games, from the initial conception of an idea to assessing and modifying games. Pedagogical strategies such as differentiation, guided questioning, and contextual considerations further support appropriate educational practices.
The authors present over 35 ready-to-use lesson plans aligned with Grade-Span Learning Indicators from the SHAPE America National Physical Education Standards. Many of these lesson plans offer opportunities for collaboration with other disciplines.
The book is broken into three sections. Part I focuses on the role of play in the lives of humans, both past and present. Nurturing creativity within play opportunities and understanding how the delivery of games affects learning outcomes are explored. Part II introduces the Physical Education Creative Framework (PE-CF) and guides educators through ready-to-use sample games for use in preK to grade 5. In part III educators get to practice designing games with guided questions that incorporate the National Physical Education Standards and the PE-CF. Pedagogical aids throughout the text include chapter objectives, boxes, sidebars, and visual elements such as charts, graphs, and diagrams of games.
Related online materials for the games in chapters 3 through 8 are delivered via HKPropel. The games are presented so that the teacher can transfer the information into the lesson plan format they find useful. Suggested teaching styles, how to introduce the game, ways to expand or deepen student learning outcomes, and contextual considerations to keep in mind are included in the game descriptions, and there are task cards, posters, exit slips, and game materials that can be printed for the reader's use. Nine videos show teachers guiding students through some of the games in the book.
Creating Games With a Purpose gives physical educators a framework to construct games that challenge and inspire elementary students to make choices, solve problems, take on leadership, and gain knowledge—all through play.
Note: A code for accessing HKPropel is included with all new print books.
MoreTable of Contents:
Part I. Linking Play, Creativity, and Teaching With Intent
Chapter 1. Play
Introduction
Physical Education
Play
Instructional Design and Delivery
Summary
References
Chapter 2. The Creative Process
Introduction
Creativity
Purpose of a Framework
Creative Process Frameworks
The Physical Education Creative Framework (PE-CF)
Exemplars and Application of the PE-CF
Teaching Styles
Collaboration - Cross curricular - Interdisciplinary
Summary
References
Part II. The Physical Education Creative Framework in Action
Chapter 3. Motor Skill Development Through Games
Introduction
3,2,1, Pattern Games
Jump Rope Shapes
Revenge of the Litterbugs
Designing a Menu for Your Restaurant
Feedback Power
Two Lives
References
Chapter 4. Social and Emotional Skill Building Through Games
Introduction
Big Problem Versus Small Problem
Put Ups = Filling Buckets, Put Downs = Dipping Into Buckets
I Feel Tag
Positive Talk Builders and Bulldozers—Put-Ups and Put-Downs
Reclaiming Your Calm
Stand in My Shoes
References
Chapter 5. Fitness-Focused Games
Introduction
Playing Around With Fitness: Plank Towers and Pair Scares
Goldie and Friends Jogging Club—Using Your School Mascot
Story Warm-Up: Apple Picking
Clear the Castle
Cool Down With Bony Bones
Fitness Poster Project
Fitness Testing Collective Challenges
References
Chapter 6. Strengthening Cultural and Community Connections Through Games
Introduction
Dogsled Racing
Fire Safety Tag
Rock, Paper, Scissors Around the World
Black History Month Fitness Trail
Black History Hula Hoop Showdown
Stick or Pin Knock Down
References
Chapter 7. Enriching Games Through Interdisciplinary Collaboration
Introduction
Dentist Tag
Good Night, Gorilla (Zookeeper Tag)
Playscape Maps
Add and Subtract Basketball
Find The Bones of Pirate Pete
Movement Sentences
References
Chapter 8. Making Games More Inclusive
Introduction
Bridging Language Barriers - Fitness Friends
IEP Deep Dive: Coin Tag
Picture Expressions
Leveling the Playing Field: Scooter Ball
Color- and Number-Code Dribble
References
Part III. Applying the Physical Education Creative Framework
Chapter 9. Applying the Physical Education Creative Framework
Introduction
Your Turn!
Examining Your Curriculum, Resources, and Needs
Summary
References
Chapter 10. Empowering Student Creativity
Introduction
Facilitating Game Creation
Student-Created Games
Summary