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Year 2 / Supplementary / Term 1 / Weeks 01 02 / Hpe

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HPE learner cardsYear 2 Subjects · T1 W1–2 · Learner prompts

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All people and situations on these cards are invented. You never need to explain a real family, friendship, body or unsafe experience. You may say “pass” on optional movement or sound, and may respond privately by speech, gesture, sign, AAC, pointing, drawing or directing an adult. Ask your educator before moving an object. Use the ask–choose–move mat or text route.

Day 1 · Invite once

Ari wants Bo to join a paper-target game. Practise one kind invitation. Bo may say yes, not now or no. Show what Ari could say next for two different answers.

Day 2 · Two possible feelings

A game becomes noisy near two invented players. Pick two possible feelings. What could a player ask rather than guessing how the other person feels?

Day 3 · Borrowing a disc

Jo would like Sam's paper game disc. Show how Jo asks. Show one respectful answer to no and one way Sam can change an earlier yes.

Day 4 · Blocked route

An invented play route has a loose box in it. Choose a safe first action, a message to a school-approved adult and a next helper if that adult is unavailable. Do not move a real box for this card.

Day 5 · New two-part situation

Mia wants to join a paper-target game. Ren says not today. A marker then rolls into a busy path. What could Mia say to Ren? What is a safe action about the marker? You can use name and action cards.

Day 6 · Route choice

One route has a wide turn; another has a narrow turn. Choose how you or a token could travel safely. If you try the route, what was easier in this attempt? If you only plan, write plan only.

Day 7 · Near and far zones

Choose an empty near zone and far zone. If your teacher approves, gently slide or direct a soft paper disc. Record which action you changed and what actually happened in each try. A miss is useful information.

Day 8 · Two turns

Two invented players share a delivery disc. Write or choose a rule that gives both a turn and lets either ask for a pause. If two willing people try it, what needs changing?

Day 9 · Make room

An invented delivery game has a narrow path and a speed rule. Propose two changes that could let more people take part. Try one only if everyone agrees. Was your idea tested or is it still a plan?

Day 10 · New cooperative route

Two starting places, a blocked centre and one destination appear on the mat. Choose a safe route, an object action and a fair partner rule. Try only with approval. State one safety reason and one thing you actually observed; write untested if you planned only.

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