Unit 8 - Be Fit

Be Fit! Understanding Health and Physical Activity Through STEAM

General Learning Objectives At the end of this unit, students will be able to:
  • Identify key factors influencing health (hygiene, nutrition, exercise, and rest).
  • Measure and interpret changes in pulse during different phases of physical activity.
  • Use mobile apps to monitor health-related data (e.g., heart rate).
  • Design a fitness routine with warm‑up, activity, and cool‑down phases.
  • Create comics illustrating safe and healthy physical habits.
  • Represent collected health data using tables and bar graphs.
Materials
  • Pulse meter apps (on tablets or phones)
  • Stopwatch or timer
  • Paper and coloured markers
  • Comic strip templates
  • Computers or tablets with basic drawing or chart software
  • Worksheets with data tables
  • Grid paper for graphs

Activity 1 – Healthy Habits Discussion: The Foundations of a Healthy Life

Objective: Help students understand the key pillars of a healthy lifestyle and their effects on the body and mind. Description. 1. Class Discussion: Begin with an interactive discussion by asking:
  • What does it mean to be healthy?
  • Can you name things we do every day that affect our health?
2. The Four Pillars of Health. Write on the board or show on a slide:
  • Sleep – Why we need it, how many hours children need (9–11 hours), and how it affects energy and focus.
  • Exercise – Importance of daily movement for heart health, strong muscles, and mental well‑being.
  • Nutrition – Healthy food vs. junk food; benefits of balanced meals, water, fruits, and vegetables.
  • Rest & Relaxation – Screen‑free time, mental breaks, and hobbies.
3. Group Brainstorming:
  • Have students work in small groups to list examples of good and bad habits related to each pillar.
  • They can create a "Healthy Life Poster" with drawings or keywords.
4. Class Summary:
  • Come back together and create a class chart with the top habits listed under each pillar.
  • Emphasise how these elements are interconnected.

Activity 2 – Measure Your Heart Rate with Technology

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Objective: Understand how physical activity affects the heart using mobile technology. Materials:
  • Smartphones or tablets (shared or individual)
  • Free pulse‑measuring apps (e.g., Instant Heart Rate, Heart Rate Monitor, Cardiio)
  • Internet access (if needed)
  • Recording sheets or digital table templates
Safety note: Apps should use the phone camera and flashlight. Students gently place a finger over the camera lens. Instructions: 1. Introduction to Heart Rate:
  • Explain how the heart pumps blood and how the pulse reflects physical effort.
  • Discuss differences between resting, walking, and running pulse rates.
2. App Demonstration: Demonstrate how to:
    • Show students how to open the app, place a finger gently over the camera lens, and stay still while it measures.
    • Test accuracy by repeating the measurement twice.
3. Baseline Measurement (Resting Pulse): Students sit quietly for one minute, then measure and record their resting pulse. 4. Pulse Measurement Activity:
  • Students perform a light physical activity (e.g., 30 seconds of star jumps or jogging in place).
  • Immediately afterwards, they use the app to measure their pulse and record it.
5. Reflection Students compare results and discuss:
  • What changed?
  • Why did it change?
Data will be used later for math activities.

Activity 3 – Fitness Circuit Stations

Objective:  Combine fitness and engineering by designing and rotating through activity stations. Steps
  1. Students brainstorm different exercises (e.g., push-ups, squats, skipping).
  2. In groups, they design a station including materials and instructions.
  3. All groups try each other's stations and monitor pulse before and after.
  4. Use the same stations for game (endurance), give and take to measure pulse afterwards. 

Endurance Game 1 – “Give and Take”

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Setup:
  • 4 players, 5 hoops
  • Square formation with 1 hoop in each corner and 1 in the center
  • 6 bean bags placed in the central hoop
  • Side length: 5–10 meters
Rules:
  • Each player starts in a corner hoop.
  • Goal: Collect 3 bean bags in your own hoop first.
  • Players first take from the center, then may steal from others.
  • Only one bean bag at a time.
  • Bean bags must be placed, not thrown.
Variations:
  • Use 5 bean bags to increase difficulty.
  • Pair players for larger groups.
  • Create pentagon or hexagon formations.
  • Change movement style (jumping, hopping, crawling, skipping, etc.).
  • Use different equipment (balls, discs, etc.).
Safety considerations:
  • Check the surface and shoelaces.
  • No aggressive behaviour.
  • The first player to touch a bean bag has the right to take it.
Pulse can be measured after the game.

Endurance Game 2 – “Tag with Safe Base”

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Setup:
  • Playing area with several hula hoops as safe bases
Rules:
  • Only one player per hoop.
  • Maximum stay in the hoop: 5–10 seconds.
  • Players can replace another by jumping into their hoop.
  • The tagged player becomes the new tagger and announces it.
Variations:
  • Adjust the number of hoops (2–6) depending on group size and skill.
Safety considerations:
  • Light tagging only (shoulders or lower).
  • No pushing.
  • Sufficient space from walls.
  • Shoelaces tied.
Safe bases may be used as pulse‑measuring stations until the heart rate drops to a defined level.

Activity 4 – Health Data Analysis

Objective: Apply mathematics to health data. Steps
  • Students compile pulse data from previous activities.
  • Calculate differences and averages.
  • Create bar graphs or line charts.
  • Identify patterns and draw health‑related conclusions.
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Activity 5 – Create Your Fitness Comic

Objective: Communicate healthy routines through visual storytelling. Steps
    1. Students are introduced to comic strip storytelling.
    2. They plan a simple comic where a character teaches another how to do a safe warm-up, main exercises, and cool-down.
    3. Students create comics using drawings, speech bubbles, diagrams, and colour to create the comic.
    4. Optional: Use tablets/computers to create digital versions.
    5. Use AI to generate images.
Wrap‑Up and Reflection Discuss:
  • Why does physical activity affect the pulse?
  • How to design a balanced fitness plan?
  • How do science, technology, engineering, art, and maths work together to understand health?
STEPAM
  • Science - Students learn about hygiene, sleep, nutrition, and how the body reacts to exercise, like pulse changes.
  • Technology- They use mobile apps to measure heart rate and display data visually.
  • Engineering - Students plan fitness routines and design comic-style exercise sequences.
  • Physical Education - They practise warm-up, main activities, and cool-down, adjusting effort based on pulse.
  • Art - Students create comics to illustrate safe exercises using drawings and storytelling.
  • Mathematics -  Reading, creating, and interpreting bar graphs and tables. Measuring and representing pulse data before, during, and after physical activity.

Unit 8 Be Fit