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Water rescue, saying no, food labels

Health and Physical Education

Water rescue, saying no, food labels

An AR classroom game for Grade 3. Learners can aim with their hands at the camera or play by tapping the screen.

This set has 4 rounds in an interactive ordering activity.

Curriculum indicatorพ 5.1 ป.3/1

A look before you play

Sample questions

A few real prompts from the game to help you choose an activity for your class.

  1. Put the steps of a safe water rescue in order.

    • Call 1669
    • Reach out a pole or a rope
    • Shout for help
    • Throw them something that floats
    Read the explanation

    Never jump in yourself; reach or throw, and call an adult.

  2. Put the steps of refusing something wrong in order.

    • Give a short reason
    • Say no plainly
    • Tell an adult you trust
    • Walk away
    Read the explanation

    Refuse plainly first, then leave, then tell an adult.

  3. Put the steps of reading a food label in order.

    • Check the sugar and sodium
    • Check the use-by date
    • Decide whether to buy
    • Read the ingredients
    Read the explanation

    The use-by date always comes first.

Before you play

Game teaching guide

What children will practise

Put four key procedures in order: helping someone drowning without going in (shout, throw, reach), refusing something harmful, reading a food label, and doing a fitness test.

What's in the worksheet

4 ordering rounds, 4 cards each - Water rescue: shout for help, throw a float, reach with a stick or rope, call 1669 - Refusing: say no clearly, give a short reason, walk away, tell a trusted adult - Reading a label: check expiry, check ingredients, check sugar and sodium, decide whether to buy - Fitness test: warm up, do the tests, record results, compare with the standard

How to use it in class

Use in the safety unit or before water activities; about 5 minutes. - For round 1, shout for an adult immediately and have an adult or bystander call 1669 before throwing a float or reaching with a stick. Children must never jump in to help - For round 2, have pairs practise all four steps in class - Play in teams and have teams read their order aloud before submitting - Play it linked to the class to record results in the mark book.

Common sticking points

- Round 1: children who put calling 1669 early are right in real life. Shout for an adult and have someone call before throwing or reaching from safety - Round 1: throw and reach are often swapped; the rhyme shout, throw, reach helps - Round 3: checking ingredients and checking sugar and sodium can come in either order; a child who swaps them has not read the label wrongly - Round 2: some children want to walk away before giving a reason