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

Activity 1 – Healthy Habits Discussion: The Foundations of a Healthy Life
AI-generated image, ChatGPT 2026.
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 the games Give and Take & Tag with Safe Base to measure their 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

Activity 4 – Health Data Analysis
AI-generated image, ChatGPT 2026.
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.
Image

Activity 5 – Create Your Fitness Comic

Activity 5 – Create Your Fitness Comic
AI-generated image, ChatGPT 2026.
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