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Topic 4: GET READY

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Suggested Homework & Tasks

Before you start developing activities to help more kids and young people enjoy the benefits of sport and physical activity, we suggest that you:

🔹 Choose an activity and a class, or a group in the club, to introduce clearly 2 of the 4 domains of physical literacy: physical and cognitive.


🔹 After this, check how the emotional and the social domains could also be developed in the same situation – or how to re-organise the environment to make it possible.

A list of additional resources

Should you want to dig further, we have come up with a carefully curated sample of communication tools & Guidance for exercises.


Name of the resource

What to expect/find

Why it’s useful

Considerations for making physical activity appealing to young people: the Blueprint checklist by WHO🔗

See page 30: a checklist to ensure that your physical activity project engages young people and is appealing to them based on a 3-dimensional approach (physical environment, social environment, the experience of participation)

Actionable tips developed for and with the target group.

4th H for Health Curriculum Leader Guide🔗

See pages 8 to 11: a detailed session plan to ensure that youth move more – including light reporting and evaluation template sheet

Easy to put into action.
Accessible and designed for young leaders. 
Part of a curriculum that encourages physical activity and healthy eating habits.

‘5 Extra Years’🔗

An inspirational video where kids share what they would do with an extra five years, which is the estimated number of years today’s kids are likely to live less than their parents. 

A tool to make your case and maybe help your decision makers or stakeholders understand why action is needed

The Physical Literacy Assessment for Youth (PLAY) Tools🔗

The PLAY tools were developed by Canadian Sport for Life (CS4L) with the expertise of Dr Dean Kriellaars, of the University of Manitoba. It is a set of forms used to supplement the skill assessments for children, coaches and parents.

Easy to implement: Provide clear guidance, template and case study.

Actionable: Include call to actions based on the assessment. Each call-to-action suggests solutions to improve the child’s level of physical literacy.

The GenMove App🔗

The application developed by the WHO uses gamification to promote PA for children/teens. GenMove is a collection of innovative AI driven motion games

Easy to access 

Inspiring as a way to use AI and gamification through screen to help kids and youth to be on the move.