Chasing & Fleeing

Ghostbusters

Ghostbusters is a spooky, Halloween-themed chasing and fleeing game that was designed to help students explore tactics, resolve conflicts, and practice emotional self-regulation.

https://youtu.be/0HyDVQinh3U

Learning Targets

I can apply a variety of fleeing tactics in game situations.
I know a variety of fleeing tactics.
I understand how to select the best fleeing tactic to use given the game situation.

Game Overview

Play Area

The teacher divides the playing area into three sections: a haunted house at either end with the street running between them. Hoops are laid out three to six feet apart inside each haunted house, enough for every student. An Ecto Containment Unit is marked off to the side of the street with cones, with a green, a yellow, and a red spot lined up inside it.

Goal

Ghosts and ghouls cross the street to the opposite haunted house as often as they can without being tagged, earning a Halloween Point each time they make it. Ghostbusters work to tag them and send them to the Ecto Containment Unit.

Play
  • The class is divided into ghosts and ghouls, who take a hoop in one of the two haunted houses.
  • A few students are selected to be Ghostbusters. Each is given a Proton Pack, which is a full-sized pool noodle.
  • When the music starts, ghosts and ghouls run across the street to an open hoop in the opposite haunted house. Each crossing made without being tagged earns that player one Halloween Point, which they keep track of themselves.
  • Ghostbusters gently tag fleeing players with their Proton Packs. They may only tag on the street, since the haunted houses are base.
  • A tagged player shows a moose antler (an open hand with the thumb on the temple), makes their way to the Ecto Containment Unit, and resets their Halloween Points to zero.
  • The Ecto Containment Unit runs on a traffic light system. The first player in stands on red. When a second player arrives, the first moves to yellow. When a third arrives, the second moves to yellow and the first moves to green. A player on green returns to the game.
  • At the end of the round, players celebrate their Halloween Points through movement: 0 to 5 points is jumping jacks, 6 to 10 is crunches, 11 to 15 is squats, and 16 or more is pushups.
  • Points reset to zero and the teacher selects new Ghostbusters.

Equipment

  • Cones
  • Hoops
  • Polyspots
  • Pool Noodles

Assessment Ideas

  • Teacher Observation can be used to assess whether students vary their fleeing tactics as the Ghostbusters adjust their positioning.
  • Group Discussion can be used after Build Three to unpack how students handled disagreements about the ghost traps.
  • Exit Tickets can capture both the fleeing tactics students used and the strategies they drew on to regulate themselves during a close call.

Safety

Students should always control their speed and keep their eyes up as they run.

Ghostbusters should gently tag below shoulder level to avoid accidentally hurting the fleeing players.

Polyspots and hoops used in the game should be non-slip to avoid accidental falls.

Printable Game Sheet

Hand this to a sub and walk away. Printable pages for every build, diagrams,  discussion questions, teacher notes, and assessment ideas. All in one ready-to-print package so there's no sub plan to write.

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Game Builds

Builds allow you to increase the game's complexity, one layer at a time.

1
Build
1

Ghosts & Ghouls

The teacher begins by setting up the playing area, dividing it into three sections: a haunted house at either end with the middle section serving as the street.

In each haunted house, the teacher lays out hoops three to six feet apart from each other. There should be enough hoops for each student in both of the haunted houses.

The class is divided into two groups: the ghosts and the ghouls. The ghosts stand in the hoops of one haunted house while the ghouls stand in the hoops of the other.

Ghosts and ghouls move from house to house as quickly as possible on the teacher's cue. When the teacher calls "GHOSTS", the ghosts run across the street and stand in an open hoop in the opposite house. When the teacher calls "GHOULS", the ghouls do the same. If the teacher calls "GHOSTS AND GHOULS", both groups switch at once.

This continues for a few switches until everyone is warmed up and the teacher is confident that students can move safely throughout the playing area.

Discussion Questions

  • What did you do to find an open hoop quickly?
  • What made a crossing feel crowded, and how did you handle it?

Teacher Notes

Do not rush past this build. It establishes the traffic patterns that keep the game safe once the Ghostbusters and their Proton Packs are added.

2
Build
2

Ghostbusters

The teacher sets up an Ecto Containment Unit on the side of the street by creating a rectangle with cones and lining up a green, a yellow, and a red spot inside it. A few students are then selected to be Ghostbusters, each receiving a Proton Pack, which is a full-sized pool noodle.

The Ghostbusters' role is to tag ghosts and ghouls with their Proton Packs and send them to the Ecto Containment Unit. They may only tag on the street, since a fleeing player in a haunted house is on base.

When the music starts, the ghosts and ghouls freely run across the street to the opposing haunted house. Each crossing made without being tagged earns that player one Halloween Point, which they keep track of themselves.

If a ghost or ghoul is tagged, they show a moose antler, which is an open hand with the thumb on the temple, make their way to the Ecto Containment Unit, and reset their Halloween Points to zero.

The Ecto Containment Unit uses a traffic light system. The first player in stands on red and waits. When a second player arrives, they ask the first to move to yellow and take their place on red. When a third arrives, the second moves to yellow and the first moves to green. A player on green may return to the game.

Play continues until the teacher calls the end of the round, at which point fleeing players celebrate their Halloween Points through movement: 0 to 5 points is jumping jacks, 6 to 10 is crunches, 11 to 15 is squats, and 16 or more is pushups. Points then reset to zero and the teacher selects new Ghostbusters.

Discussion Questions

  • What did you do differently once you had a lot of points to protect?
  • As a Ghostbuster, where on the street was the best place to stand?

Assessment Ideas

  • Teacher Observation can be used to assess whether fleeing players are timing their crossings rather than running on every whistle.

Teacher Notes

Students track their own points, which means the honesty of the count is part of the lesson. Name that out loud before the first round rather than after a dispute.

3
Build
3

Ghost Traps

The teacher randomly places spots on the street to serve as Ghost Traps. Ghostbusters can make use of the traps by guiding ghosts and ghouls toward them as they chase.

The game is played the same way, except that fleeing players need to avoid stepping on the traps as they cross the street. Stepping on a trap counts the same as being tagged.

Discussion Questions

  • How did the traps change the route you took across the street?
  • What happened when you and another player disagreed about a trap, and how did you sort it out?
  • What helped you stay calm when a call did not go your way?

Assessment Ideas

  • Exit Tickets can capture which conflict resolution and emotional regulation strategies students reached for during the round.

Teacher Notes

This round tends to lead to conflict as the Ghostbusters and the fleeing players argue over whether a trap was stepped on. Use these situations as teachable moments to remind players of the conflict resolution and emotional regulation strategies they have learned in class.

To go deeper, see The Resolving Conflicts Poster and The Emotions Toolbox Teacher Pack.

Away on Thursday?

Print the game sheet, leave it on your desk, and your sub has everything they need: the diagrams, the builds in order, what to say, and what to watch for. This one is $4. #PhysEdU Plus members get all 39, free forever, for $49 a year.

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